Nearly Optimal Minimax Tree Search?
Aske Plaat, Jonathan Schaeffer, Wim Pijls, Arie de Bruin

TL;DR
This paper investigates the theoretical and empirical aspects of minimax search trees in game-playing, revealing that current algorithms are nearly optimal but could be improved by better understanding minimal graphs and transposition use.
Contribution
It introduces a new analysis of minimal trees and graphs in minimax search, and proposes enhancements like transposition cutoffs to improve search efficiency.
Findings
Enhanced Alpha-Beta search builds trees close to the minimal graph size.
The conventional minimal graph definition is inaccurate; real minimal graphs are smaller.
Enhanced transposition cutoffs significantly reduce search tree size.
Abstract
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth minimax tree-search algorithm traversing a uniform tree must explore, the so-called minimal tree. Since real-life minimax trees are not uniform, the exact size of this tree is not known for most applications. Further, most games have transpositions, implying that there exists a minimal graph which is smaller than the minimal tree. For three games (chess, Othello and checkers) we compute the size of the minimal tree and the minimal graph. Empirical evidence shows that in all three games, enhanced Alpha-Beta search is capable of building a tree that is close in size to that of the minimal graph. Hence, it appears game-playing programs build nearly optimal search trees. However, the conventional definition of the minimal graph is wrong. There are ways in which the size of the minimal graph can…
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Taxonomy
TopicsArtificial Intelligence in Games · Sports Analytics and Performance · Evolutionary Algorithms and Applications
