AI Game Trees, Minimax, Alpha-Beta Pruning, Negamax, and Expectiminimax

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Description and Tags

Comprehensive vocabulary flashcards covering AI Game Trees, Minimax, Alpha-Beta Pruning, Negamax, and Expectiminimax based on the lecture notes.

50 Terms

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Game Tree

A graphical representation of all possible moves in a game, starting from the initial position and extending to all possible future positions.

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Nodes (in a Game Tree)

The structural elements in a game tree that represent the specific states of the game.

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Edges (in a Game Tree)

The links in a game tree that represent the moves or actions taken by players to transition from one game state to another.

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Root Node

The node representing the starting point or initial state of the game in a game tree.

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Leaf Nodes

Nodes in a game tree that represent terminal positions or end states of the game, such as a win, lose, or draw.

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Single-Player Game Trees

Game trees utilized for single-agent decision-making, such as in puzzles like Sudoku or the 8-puzzle.

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Two-Player Game Trees

Game trees used in competitive turn-based games such as chess, checkers, or tic-tac-toe, where two adversaries alternate moves.

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<p>Tic-Tac-Toe Game Tree Diagram</p>

Tic-Tac-Toe Game Tree Diagram

A game tree structure showing the initial state at the root node, branching into intermediate game states, and ending at terminal leaf nodes (goal states).

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Minimax Algorithm

A decision rule and specialized search algorithm used in two-player zero-sum games to determine the optimal move by minimizing the possible loss for a worst-case scenario.

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Maximizing Player

The player in a game tree search whose objective is to select moves that maximize their own score or utility.

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Minimizing Player

The opposing player in a game tree search whose objective is to minimize the maximizing player's score.

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Alpha-Beta Pruning

An optimization technique for the minimax algorithm that reduces the number of nodes evaluated by eliminating branches that cannot influence the final decision.

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Deep Blue

A historic chess engine referenced as a prime example of an AI using game tree search to evaluate moves and select optimal actions.

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Stockfish and AlphaZero

Modern chess engines cited as implementations of game tree evaluation techniques to determine the best moves.

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AlphaGo

A Go AI system that combines traditional game tree search methods with Monte Carlo Tree Search (MCTS) and neural networks to handle enormous game state spaces.

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Exponential Growth (Game Tree Challenge)

The issue where the total number of game tree nodes expands exponentially with depth and move count, making exhaustive exploration computationally infeasible.

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Heuristic Evaluation

A function applied to evaluate the desirability of non-terminal game states in large trees to effectively limit the required depth of search.

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Zero-Sum Game

A game scenario where one player's gain exactly equals the opponent's loss, providing the theoretical basis for minimax decision-making.

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Depth-First Search (in Minimax)

The systematic traversal algorithm used by minimax to fully explore game tree branches, initialized with Max=−∞\text{Max} = -\infty and Min=∞\text{Min} = \infty.

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Completeness of Minimax

The property guaranteeing that the minimax algorithm will definitely find a complete solution if one exists within the game tree.

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Optimality of Minimax

The property ensuring that minimax selects the best possible moves, assuming the opponent is also playing optimally.

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Time Complexity of Minimax

The computational runtime of the minimax algorithm, expressed as O(bm)O(b^m), where bb is the branching factor and mm is the maximum depth.

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Space Complexity of Minimax

The memory requirement of the minimax algorithm during its recursive depth-first exploration, specified as O(bm)O(b^m).

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Branching Factor (bb)

The average or fixed number of legal moves (child nodes) available from any given game state node in a game tree.

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Maximum Depth (mm)

The maximum number of levels or plies extending from the root node to the deepest leaf node in a game tree.

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Initial Value of Max

Negative infinity (−∞-\infty), used as the baseline comparison score for a maximizing node before evaluating child moves.

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Initial Value of Min

Positive infinity (∞\infty), used as the baseline comparison score for a minimizing node before evaluating child moves.

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Terminal State Evaluation

The step in minimax where a heuristic evaluation function is applied to leaf nodes at maximum depth or game-ending positions.

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<p>Minimax Worked Tree Evaluation</p>

Minimax Worked Tree Evaluation

A standard minimax tree where bottom-up propagation selects the maximum score at yellow and blue nodes and the minimum score at green nodes, yielding a root score of 22.

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Propagate Scores Up the Tree (Minimax)

The recursive process of passing scores upward: selecting the child move with the highest score if the node is a maximizer, or the lowest score if it is a minimizer.

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Select Optimal Move (Minimax)

The final execution step where the value established at the root node after backpropagation indicates the best action for the maximizing player.

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Alpha (α\alpha)

The best value (highest score) that the maximizing player is guaranteed to achieve at the current level or above in alpha-beta pruning.

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Beta (β\beta)

The best value (lowest score) that the minimizing player is guaranteed to achieve at the current level or above in alpha-beta pruning.

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Alpha-Beta Initialization

The starting parameter assignment where alpha is set to negative infinity (α=−∞\alpha = -\infty) and beta is set to positive infinity (β=∞\beta = \infty).

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Pruning Condition (Alpha-Beta)

The mathematical cutoff criteria where search along a node is terminated whenever α≥β\alpha \ge \beta (or β≤α\beta \le \alpha).

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Efficiency Benefit (Alpha-Beta Pruning)

The enhancement that reduces the total number of evaluated game tree nodes, resulting in a faster search without altering the final decision.

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Deeper Searches Benefit

An advantage of alpha-beta pruning that allows an AI engine to explore more moves ahead within fixed time constraints, improving move quality.

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<p>Alpha-Beta Pruned Game Tree</p>

Alpha-Beta Pruned Game Tree

A completed game tree visualization highlighting pruned branches in solid red where β≤α\beta \le \alpha, resulting in a final evaluated root value of 33.

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Negamax Algorithm

A streamlined variant of the minimax algorithm for two-player zero-sum games that evaluates every position strictly from the perspective of the player currently taking their turn.

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Single Evaluation Function (Negamax)

A unified evaluation design in Negamax that eliminates the need for separate heuristic routines for the maximizing and minimizing players.

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Negamax Formula

The core recursive relationship expressed as score=−Negamax(depth−1,−player)\text{score} = -\text{Negamax}(\text{depth} - 1, -\text{player}), which negates the value returned from the opponent's view.

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<p>Negamax Multiplier Step Diagram</p>

Negamax Multiplier Step Diagram

An illustration showing how Negamax multiplies child values by −1-1 at each ply to invert player scores, such as converting a child max of 88 into −8-8.

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Negamax Base Case

The condition where recursive exploration terminates either upon reaching a predefined search depth or encountering an end state (win, lose, or draw).

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Games of Chance

Games like card or dice games that include nondeterministic or stochastic elements affecting move outcomes.

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Expectiminimax Algorithm

An extension of the minimax algorithm designed for games of chance that incorporates chance nodes along with standard max and min nodes.

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Max Nodes (Expectiminimax)

Tree nodes representing the AI player's turn where the choice maximizing the expected utility is selected.

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Min Nodes (Expectiminimax)

Tree nodes representing the opponent's turn where the choice minimizing the AI player's expected utility is selected.

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Chance Nodes

Nodes in an expectiminimax tree representing stochastic events where the expected value is calculated based on probability distributions.

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<p>Die Roll Branching in Pile Stone Game</p>

Die Roll Branching in Pile Stone Game

A chance node structure showing an initial state of 3 stones branching into Die Roll 1, Die Roll 2, and Die Roll 3, which leave 2 stones, 1 stone, and 0 stones left respectively.

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Expected Value Calculation (Pile Stone Game)

The expectiminimax probability calculation yielding an overall expected utility of 0.250.25 via (16)(−1+−1+1)+(12)(1+1+1)\left(\frac{1}{6}\right)(-1 + -1 + 1) + \left(\frac{1}{2}\right)(1 + 1 + 1).