Alpha-Beta And Other Pruning Techniques
PSU CS410/510GAMES
Lecture 6
July 11, 2000
- Alpha-Beta (AB)
  
  - Depth-First Branch-and-Bound; trying best children
  first in single-agent search
  
- Two-player search trees
  
- Win pruning in perfect two-player search: ``alpha''
  
- Draw pruning in perfect two-player search: ``beta''
  
- Pruning with heuristic-valued leaves
  
- The full AB pruning technique
    
    - The basic idea: the ``AB window''
    
- Implementations
      
      - Mutual recursion (Korf)
      
- Window flipping
      
 
- Performance
      
      - Worst case: no improvement
      
- Best case: 1/2 exponent
	
	- o(b^(d/2) + b^(d/2) - 1) (proof)
	
- implications of performance: double depth search
	
 
- ``Average case'': 3/4 exponent
	
	- 30% extra search depth
	
- Proof (Pearl) hard: board-splitting
	
- Assumptions iffy
	
 
 
 
- Enhancements
      
      - Move ordering using heuristic function
      
- Move ordering using saved values: iterative
          deepening
      
- Narrowing the window
      
 
 
- Other Pruning Techniques
  
  - Quiescence search
  
- ``Best-first minimax'' (Korf) = ``Principal Variation Search''