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Lab 06 Gaming and Beta - Aplha Prunning

The document outlines a laboratory exercise for a course on Artificial Intelligence at Universiti Teknikal Malaysia Melaka. It includes questions about the differences between minimax and alpha-beta pruning, drawing a game tree for Tic-Tac-Toe, and finding the best move for the MAX player using alpha-beta pruning. The exercise requires individual answers and submission at the end of the lab session.

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0% found this document useful (0 votes)
6 views4 pages

Lab 06 Gaming and Beta - Aplha Prunning

The document outlines a laboratory exercise for a course on Artificial Intelligence at Universiti Teknikal Malaysia Melaka. It includes questions about the differences between minimax and alpha-beta pruning, drawing a game tree for Tic-Tac-Toe, and finding the best move for the MAX player using alpha-beta pruning. The exercise requires individual answers and submission at the end of the lab session.

Uploaded by

harikk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Fakulti Teknologi Maklumat & Komunikasi

Universiti Teknikal Malaysia Melaka (UTeM)

BITI 1113
Artificial Intelligence

Laboratory 6:

Instruction: Answer all questions individually and submit a hardcopy at the end of the lab
session.

1. What is the difference between minimax and alpha-beta pruning?


Mini max is applying the whole tree and exponential without cutting into half. The Alpha -
beta pruning is applying the cutting into half, and it will make sure the has the correct
minimax decision.

2. Assume the given node in Figure 1 as the root node at MAX node, draw the game tree until
the game ends. Show the evaluation function for each node. For each leaf node, identify the
utility function (+1 for Max’s win, -1, for Max’s lose and 0 for draw). The evaluation
function is f(n) = m(n) – o(n) where

m(n) = number of available rows, columns, diagonals for MAX


o(n) = number of available rows, columns, diagonals for MIN

Figure 1: An initial state for Tic-Tac-Toe

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Computer turn: Max

2-1 =1 2-0 = 2 2-1 =1


Computer turn: Min

-1 0-1 = -1
0-0 =0 1-0 =0
1-1 =0 Computer turn:
Max

-1

0-0=0
1
0-0=0
1

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3. Based on the game tree in Figure 2, find the best move for the MAX player using Alpha-beta
pruning. Show the value of α and β for each node MAX and MIN.

Figure 2: Game tree

Alpha-beta pruning rule

Max = α = -∞ If (α ≥β) The branch must be cut


β=+

Min = β = -∞
α = +∞

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