I. Once more, with feeling Let's continue the example from last lecture for a bit. We have a hot hexapawn game going, in which white made a move: W W W start - - - B B B / / / / / / - W W white moves W - - B B B and then we (playing black) applied the minimax procedure to find our best move from the board that our opponent had left for us: W W W start - - - B B B / / / / / / - W W white moves W - - B B B / | \ / | \ / | \ our / | \ best / | \ move / | \ / | \ - W W - W W - W W 0 B - - -10 W B - -10 W - B B - B B - B B B - / | \ / \ / | \ / | \ / \ / | \ / | \ / \ / | \ / | \ / \ / | \ - - W - - W - W - - W - - W - - W W - - W - - W W - - B W - B - W W B W W W - - - B W W B W - W B - B B - B B - B B - B B - B B W - B B - B B - 0 1 1 -10 -1 -10 0 -1 So we make our move, and then white counters with a move: W W W start - - - B B B / / / / / / - W W white moves W - - B B B / / / / / / / we - W W move B - - B - B | | | | white - - W moves B W B - B Note that white didn't make the move that we predicted would be the best move for white. That happens a lot, but we don't care. Regardless of the move that white made, we'd have to go through the whole minimax thing again to decide our next best move. So let's go through it one more time just to make sure we follow how this all works. We start with the board that was left after white's last move: - - W B W - B - B Then we generate the state space that results from all the moves we could make followed by all the moves that our opponent could make in response. (Remember that we've arbitrarily set our search limit at two moves ahead...we could have set that limit higher if we wanted to expend the resources.) - - W B W - B - B / ^ \ / / \ \ / / \ \ / / \ \ / / \ \ / / \ \ B - W - - W - - W - - W - W - B B - B B - B W B B - B - - B B - - B - - / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ - - - - - - - - - - - - - - W - - W B W - B B W B W - B B W B - B B - B - - B - - B B - - B - - W - - B W - Then we use our static board evaluation function to determine the goodness of the "terminal boards": - - W B W - B - B / ^ \ / / \ \ / / \ \ / / \ \ / / \ \ / / \ \ B - W - - W - - W - - W - W - B B - B B - B W B B - B - - B B - - B - - / \ / \ / \ 10 / \ / \ / \ / \ / \ / \ / \ / \ / \ - - - - - - - - - - - - - - W - - W B W - B B W B W - B B W B - B B - B - - B - - B B - - B - - W - - B W - 2 4 1 3 -10 -10 Then we propagate the minimums up from the result of white's move (this is the "minimizing level"): - - W B W - B - B / ^ \ / / \ \ / / \ \ / / \ \ / / \ \ / / \ \ B - W - - W - - W - - W - W - 2 B B - 1 B B - -10 B W B B - B - - B B - - B - - / \ / \ / \ 10 / \ / \ / \ / \ / \ / \ / \ / \ / \ - - - - - - - - - - - - - - W - - W B W - B B W B W - B B W B - B B - B - - B - - B B - - B - - W - - B W - 2 4 1 3 -10 -10 And then we would propagate the maximum value up and select the best move to make. In this case, that move would be the one on the left, with the board value of 10, which indicates a win for us. Yippee!! II. Alpha-beta pruning If you think about it for a minute, we didn't really have to go through all that board generation and evaluation and propagation of values to figure out what to do on that last move. As soon as we generated that move on the left side of the state space above and realized that it was a winning move (which is why we didn't generate any moves beyond that), there was no reason to generate the rest of the state space to the right. The first move that we looked at was so good that it didn't matter what the other possibilities were. We didn't recognize that because we were following our minimax procedure blindly. But if we make our minimax procedure a little bit smarter, we could reduce the cost of doing this search by "pruning" our state space tree and getting rid of some of the board generation, evaluation, and propagation, all of which eat up computational resources. Let's take a look at a simple abstract example of how this might work. Let's say we start with some board: start board And from that starting board, I have two possible moves. But instead of generating all my moves in the sort of breadth-first fashion that's implied by the examples above and in last week's notes, I'm going to fall back on my old depth-first search technique and generate just one of my moves, and explore all of my opponent's moves in response to my move before I go and look at my other move: start board / / / / / my move Now, again following my depth-first approach, and remembering that I'm still cutting off my search at two moves ahead, I look at one of my opponent's moves and apply the static board evaluation function: start board / / / / / my move / / / / / opp's move 2 Let's say that my opponent has two possible moves after either of my moves. We've just looked at one of the opponent's possible moves, now well explore the other: start board / / / / / my move / \ / \ / \ / \ / \ opp's opp's move move 2 7 I then propagate the minimum value up from that level, and begin to explore the possible outcomes of my other move: start board / \ / \ / \ / \ / \ 2 my my move move / \ / / \ / / \ / / \ / opp's opp's opp's move move move 2 7 1 The question now is "do I get any useful information from exploring my opponent's remaining possible move?" And the answer is "no". Why? Let's look at what could possibly happen here. If I generate that last remaining board and apply the board evaluation function to it, the value of that board is either going to be greater than or equal to 1, or it's going to be less than 1. In the former case, the value that will be propagated up from this level is 1, a value that I already knew. In the latter case, the value less than 1 would be propagated up, and I didn't know about that value already. But, and this is the important but, either of those values will be less than 2, which is the minimum value that was propagated up from the other side of the tree. So based on what I know from only exploring three of my opponent's four possible moves, I can determine that the fourth possible move will have no bearing on my decision about what move I should make. I know I'm going to choose the move to the left---the one where the worst my opponent can do to me is leave me with a board with a value of 2. I know that I'm not going to choose the move to the right, because my incomplete exploration of the state space has already convinced me that the best I can do if I go that direction is end up with a board that has a value of 1. Oh, sure, maybe there's a possibility that my opponent would do something stupid if I took that move to the right and leave me with a +10 board and I'd win, but I can't count on that. I have to assume that my opponent is playing smart and playing to win. If I didn't assume that, I wouldn't have to go through all this stuff in the first place. This is the informal description of what's called "minimax with alpha-beta pruning". It's called alpha-beta because traditionally, procedures which use this technique have a paramater called alpha which holds the biggest of the maximum value found and a parameter called beta which holds the smallest of the minimum values found. The usefulness of alpha-beta pruning is dependent upon the order in which you generate and search the possible moves. In some worst cases, there are orderings of the branches of the tree for which alpha-beta provides no help. (What if the two subtrees in the above example were explored in the reverse order?) In more common cases, alpha-beta pruning temporarily reduces the impact of exponentially increasing amounts of search, but it does not prevent that exponential increase. As the depth of the state space grows, the amount of work required may still increase exponentially, but at a reduced rate. Let's take one more look at our real hexapawn game in this context: - W W W - - B B B / | \ / | \ / | \ / | \ / | \ / | \ / | \ - W W - W W - W W 0 B - - -10 W B - -10 W - B B - B B - B B B - / | \ / \ / | \ / | \ / \ / | \ / | \ / \ / | \ / | \ / \ / | \ - - W - - W - W - - W - - W - - W W - - W - - W W - - B W - B - W W B W W W - - - B W W B W - W B - B B - B B - B B - B B - B B W - B B - B B - 0 1 1 -10 -1 -10 0 -1 Could alpha-beta pruning have saved us some work in deciding which move to make here? Sure. There are three moves we didn't have to look at. They are marked with an X below: X X X - - W - - W - W - - W - - W - - W W - - W - - W W - - B W - B - W W B W W W - - - B W W B W - W B - B B - B B - B B - B B - B B W - B B - B B - 0 1 1 -10 -1 -10 0 -1 If you figured out that these were the moves that alpha-beta pruning would have discarded without looking at them, and you can explain why, then you know everything you need to know about alpha-beta pruning.
Last revised: October 30, 2004