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Notes 11

The document compares the time complexity of the minimax algorithm and alpha-beta pruning in searching game trees. The minimax algorithm has a time complexity of O(b^d), where b is the branching factor and d is the maximum depth. Alpha-beta pruning improves performance over minimax by reducing the number of nodes evaluated, resulting in a lower time complexity in practice, though it is still O(b^d) in the worst case. The document then outlines the steps to apply alpha-beta pruning to a game tree, which involves maintaining alpha and beta values to prune nodes that cannot affect the result. Pruned nodes and the reasons for pruning are identified during the traversal.
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0% found this document useful (0 votes)
25 views

Notes 11

The document compares the time complexity of the minimax algorithm and alpha-beta pruning in searching game trees. The minimax algorithm has a time complexity of O(b^d), where b is the branching factor and d is the maximum depth. Alpha-beta pruning improves performance over minimax by reducing the number of nodes evaluated, resulting in a lower time complexity in practice, though it is still O(b^d) in the worst case. The document then outlines the steps to apply alpha-beta pruning to a game tree, which involves maintaining alpha and beta values to prune nodes that cannot affect the result. Pruned nodes and the reasons for pruning are identified during the traversal.
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The time complexity of the minimax algorithm and alpha-beta pruning can be compared based

on their performance in searching game trees. The minimax algorithm has a time complexity of
O(b^d), where b is the branching factor of the game tree and d is the maximum depth of the
tree. On the other hand, alpha-beta pruning improves the performance of minimax by reducing
the number of nodes evaluated. As a result, its time complexity is lower than the minimax
algorithm in practice, but it is still O(b^d) in the worst case.

To apply alpha-beta pruning on the given tree, we will traverse the tree and keep track of the
alpha and beta values at each level of the tree. As we traverse, we will eliminate nodes that are
guaranteed to be worse than the current best option for the maximizing and minimizing player.

Here are the steps to apply alpha-beta pruning on the tree and identify the pruned nodes:
Start at the root of the tree and initialize alpha as -∞ and beta as +∞.
Move to the first level of the tree and evaluate the nodes according to the rules of the game.
At the first level, update the alpha value as the maximum of the current alpha and the value of
the evaluated node.
If the beta value at this level is less than or equal to the updated alpha value, prune the
remaining nodes at this level and continue to the next level.
Move to the second level of the tree and repeat the evaluation and pruning process.
Continue this process until the entire tree has been traversed and pruned based on the
alpha-beta values.

During the traversal, any node that is pruned should be identified, and the reason for pruning
should be mentioned. Pruning can occur when a node's value makes it impossible for it to affect
the final result, based on the current alpha and beta values. This can occur when a maximizing
player finds a move that is already better than the best option found so far, or when a minimizing
player finds a move that is worse than the worst option found so far.

By following these steps and maintaining the alpha and beta values, the pruned nodes and the
reason for their pruning can be identified in the given tree.

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specific instructions regarding the topic, format, and submission requirements. It also includes
instructions for the speech-writing process and organizational patterns. The document provides
details about the format, outline, and specific requirements for the speech.

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Submission requirements: The initial printed speech should be submitted at the next meeting,
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