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COMP 3200 - Intro to Artificial Intelligence - Lecture 09 - MiniMax Search + AlphaBeta Pruning

Dave Churchill · 1:13:51 · Watch on YouTube

COMP 3200 - Intro to Artificial Intelligence - Lecture 09 - MiniMax Search + AlphaBeta Pruning Watch on YouTube →

Overview

Dave Churchill introduces minimax search for two-player, alternating-move, zero-sum games, then develops alpha-beta pruning as a way to preserve minimax’s result while avoiding branches that cannot affect the choice. Using chess, tic-tac-toe, and worked game trees, he explains depth-limited heuristic evaluation, alpha and beta bounds, move selection, and iterative deepening for time-limited searches.

Key takeaways

Chapters

0:00 Two-Player Games, Payoffs, and Zero-Sum Objectives
4:15 Chess Evaluation and Deep Blue’s 1997 Match
6:21 Why Hardcoded Chess Rules Give Way to Lookahead
10:49 One-Ply Evaluation in Tic-Tac-Toe
14:11 Game-Tree Complexity and the Limits of Exhaustive Search
17:29 Minimax Models a Maximizing Player and a Best-Responding Opponent
23:30 Depth-Limited Minimax and Heuristic Leaf Scores
28:27 Negamax, Nash Equilibrium, and Minimax’s Assumptions
35:00 Alpha-Beta Pruning Uses Bounds to Skip Search Branches
41:46 Tracing Alpha and Beta Through a Worked Game Tree
55:41 Ideal Move Ordering Can Reduce Alpha-Beta Search Dramatically
58:30 Compact Alpha-Beta Code and Recording the Root Move
1:08:20 Iterative Deepening for a Fixed Search-Time Budget
1:12:00 Stopping Recursive Search Safely with Exceptions

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