Abstract

Abstract: Heuristic algorithms are put to the test in games. Because they incorporate an unexpected opponent, two-person games are more challenging than a basic puzzle. In a two-player game, you must presume that your opponent has the same information as you and can use it just as well. As a result, you must presume that your opponent will make the best available move at each level of the game. The minimax method is built on this foundation. The players in minimax are referred to as MAX (the player) and MIN (the player) (the opponent). Both aim to get the most out of their actions. The player, MAX, is attempting to maximise her score. And MIN is the opponent attempting to reduce MAX's score to the bare minimum. It is impossible to stretch the graph to its leaf nodes in most games.The number of layers in the state space is increased to n. The heuristic evaluation function assigns a value to each leaf node in this subgraph. The values are then passed back to the root node. The heuristic value of the best state that can be attained from that node is represented by the value propagated back. The process of alpha-beta pruning is used to reduce the amount of computation and searching required during minimax. Minimax is a two-pass search, with the first pass assigning heuristic values to nodes at the lowest depth and the second pass propagating those values up the tree. The depth-first approach is used in alpha-beta search. A MAX node's initial or temporary value is called an alpha value.Because MAX nodes receive the highest value from their descendants, an alpha value can never fall; it can only rise. A beta value is a value linked with a MIN node that is initial or transitory. A beta value can never increase; it can only go down because MIN nodes are assigned the lowest value among their progeny. Assume alpha = 6 for a MAX node. Then any branches originating from a MIN descendant with a beta value less than or equal to 6 won't be included in the search. So, if you know that the MAX node has an alpha of 6 and that one of its MIN children has a beta of less than or equal to 6, you don't need to look any farther down the MIN node. This is called Alpha Beta Pruning. Keywords: component, formatting, style, styling, insert (key words)

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