AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms
Rapha\"el Boige (LARSEN), Amine Boumaza (LARSEN), Bruno Scherrer (LARSEN)

TL;DR
This paper introduces a new class of synthetic games with structural dependencies to better analyze deterministic game-solving algorithms, revealing practical differences in their efficiency that are obscured in traditional models.
Contribution
It proposes a probabilistic model for synthetic games incorporating ancestor dependencies, enabling more realistic analysis of algorithms like AlphaBeta and Scout.
Findings
AlphaBeta has a larger constant factor than Scout in deep trees.
All algorithms converge to similar asymptotic complexity.
Deep finite trees show significant practical performance differences.
Abstract
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model's design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By…
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Taxonomy
TopicsArtificial Intelligence in Games · Sports Analytics and Performance · Educational Games and Gamification
