7.1 Adversarial Search Basics
Games with perfect information where players alternate moves:
- Initial state
- Players (MAX and MIN)
- Actions/legal moves
- Terminal test
- Utility function (win/lose/draw values)
7.2 Minimax Algorithm
Optimal strategy for deterministic, perfect-information games:
- MAX player chooses move to maximize utility
- MIN player chooses move to minimize utility
- Alternate recursively until terminal state
Time complexity: O(bd)
7.3 Alpha-Beta Pruning
Optimization of minimax that eliminates unnecessary branches:
- α = best value MAX can guarantee
- β = best value MIN can guarantee
- Prune when α ≥ β
Can reduce time complexity to O(bd/2)
7.4 Evaluation Functions
Heuristics to estimate utility of non-terminal states:
- Chess: Material value, piece mobility, king safety
- Checkers: Piece count, king count, board control
- Should correlate with actual winning chances
7.5 Frequently Asked Exam Questions
- Explain minimax with a game tree example.
- How does alpha-beta pruning improve minimax?
- Design an evaluation function for tic-tac-toe.
- Compare perfect vs imperfect information games.
- Why is minimax unsuitable for games like poker?