The Minimax Algorithm with Alpha-Beta Pruning
Summary
The Minimax algorithm is a recursive algorithm used for decision making in games like chess, tic-tac-toe, etc. Alpha-Beta pruning is an optimization technique used to reduce the number of nodes to be evaluated in the Minimax algorithm.
Use Case
The Minimax algorithm with Alpha-Beta pruning can be used in a game of chess to decide the best move for a player. It evaluates all possible moves, their outcomes, and the opponent's possible responses to choose the move that maximizes the chances of winning.
Steps
- Initialize the best score as negative infinity for the maximizing player and positive infinity for the minimizing player.
- Evaluate the current state of the game and assign a score to it.
- Explore all possible moves from the current state and recursively call the Minimax function for each move.
- Apply Alpha-Beta pruning by maintaining two values, alpha and beta, which represent the best possible score for the maximizing and minimizing player respectively.
- Update the best score and the best move based on the scores obtained from the recursive calls.
Complexity
The time complexity of the Minimax algorithm with Alpha-Beta pruning is O(b^d) where b is the branching factor and d is the depth of the search tree. The space complexity is O(d) due to the recursive call stack.
Code Example
import random
def minimax(state, depth, alpha, beta, maximizing_player):
if depth == 0 or game_over(state):
return evaluate_state(state)
if maximizing_player:
value = -float('inf')
for move in possible_moves(state):
value = max(value, minimax(apply_move(state, move), depth - 1, alpha, beta, False))
alpha = max(alpha, value)
if alpha >= beta:
break
return value
else:
value = float('inf')
for move in possible_moves(state):
value = min(value, minimax(apply_move(state, move), depth - 1, alpha, beta, True))
beta = min(beta, value)
if beta <= alpha:
break
return value