The Minimax algorithm is used in two-player games to determine the optimal move for a player assuming the opponent plays optimally. It works by having one player try to maximize score while the other tries to minimize it. The algorithm uses depth-first search to traverse the game tree and backtrack from the terminal nodes to determine the best initial move. While complete and optimal, its performance degrades for complex games like chess due to the large branching factor resulting in slower search times.
The Minimax algorithm is used in two-player games to determine the optimal move for a player assuming the opponent plays optimally. It works by having one player try to maximize score while the other tries to minimize it. The algorithm uses depth-first search to traverse the game tree and backtrack from the terminal nodes to determine the best initial move. While complete and optimal, its performance degrades for complex games like chess due to the large branching factor resulting in slower search times.
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This paper contains some Artificial intelligence algorithms
The Minimax algorithm is used in two-player games to determine the optimal move for a player assuming the opponent plays optimally. It works by having one player try to maximize score while the other tries to minimize it. The algorithm uses depth-first search to traverse the game tree and backtrack from the terminal nodes to determine the best initial move. While complete and optimal, its performance degrades for complex games like chess due to the large branching factor resulting in slower search times.
The Minimax algorithm is used in two-player games to determine the optimal move for a player assuming the opponent plays optimally. It works by having one player try to maximize score while the other tries to minimize it. The algorithm uses depth-first search to traverse the game tree and backtrack from the terminal nodes to determine the best initial move. While complete and optimal, its performance degrades for complex games like chess due to the large branching factor resulting in slower search times.
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Quiz
Mini-Max Algorithm in Artificial Intelligence
Minimax is a kind of backtracking algorithm that is used in decision making and game theory to find the optimal move for a player, assuming that your opponent also plays optimally. It is widely used in two player turn-based games such as Tic-Tac-Toe, Backgammon, Mancala, Chess, etc. In Minimax the two players are called maximizer and minimizer. The maximizer tries to get the highest score possible while the minimizer tries to do the opposite and get the lowest score possible.
Working of Min-Max Algorithm:
o The working of the minimax algorithm can be easily described using an example. Below we have taken an example of game-tree which is representing the two-player game. o In this example, there are two players one is called Maximizer and other is called Minimizer. o Maximizer will try to get the Maximum possible score, and Minimizer will try to get the minimum possible score. o This algorithm applies DFS, so in this game-tree, we have to go all the way through the leaves to reach the terminal nodes. o At the terminal node, the terminal values are given so we will compare those value and backtrack the tree until the initial state occurs. Following are the main steps involved in solving the two-player game tree
Properties of Mini-Max algorithm:
o Complete- Min-Max algorithm is Complete. It will definitely find a solution (if exist), in the finite search tree. o Optimal- Min-Max algorithm is optimal if both opponents are playing optimally. o Time complexity- As it performs DFS for the game-tree, so the time complexity of Min-Max algorithm is O(bm), where b is branching factor of the game-tree, and m is the maximum depth of the tree. Quiz
o Space Complexity- Space complexity of Mini-max algorithm is also similar
to DFS which is O(bm).
Limitation of the minimax Algorithm:
The main drawback of the minimax algorithm is that it gets really slow for complex games such as Chess, go, etc. This type of games has a huge branching factor, and the player has lots of choices to decide. This limitation of the minimax algorithm can be improved from alpha-beta pruning which we have discussed in the next topic.
Because of the huge branching factor, the process of reaching the
goal is slower. Evaluation and search of all possible nodes and branches degrades the performance and efficiency of the engine. Both the players have too many choices to decide from.
(Human Factors and Ergonomics) Waldemar Karwowski, Anna Szopa, Marcelo M. Soares - Handbook of Standards and Guidelines in Human Factors and Ergonomics (2021, CRC Press) - Libgen - Li