Analysis of the Alpha-Beta Pruning Algorithm,

Abstract

Many game-playing programs must search very large game trees. Use of the alpha-beta pruning algorithm instead of the simple minimax search reduces by a large factor the number of bottom positions which must be examined in the search. An analytical expression for the expected number of bottom positions examined in a game tree using alpha-beta pruning is derived, subject to the assumptions that the branching factor N and the depth D of the tree are arbitrary but fixed, and the bottom positions are a random permutation of (N sub D) unique values. A simple approximation to the growth rate of the expected number of bottom positions examined is suggested, based on a Monte Carlo simulation for large values of N and D. The behavior of the model is compared with the behavior of the alpha-beta algorithm in a chess playing program and the effects of correlation and non-unique bottom position values in real game trees are examined. (Author)

Document Details

Document Type
Technical Report
Publication Date
Jul 01, 1973
Accession Number
AD0766293

Entities

People

  • J. G. Gaschnig
  • J. J. Gillogly
  • S. H. Fuller

Organizations

  • Carnegie Mellon University

Tags

DTIC Thesaurus Topics

  • Algorithms
  • Data Science
  • Information Science
  • Mathematics
  • Monte Carlo Method
  • Permutations
  • Radar Target Position Simulators
  • Simulations
  • Simulators
  • Statistical Algorithms

Fields of Study

  • Computer science

Readers

  • Computational Modeling and Simulation
  • Game Theory.
  • Graph Algorithms and Convex Optimization.