Artificial Intelligence : Unit - 2 Part - 15 : Alpha-Beta Pruning

 

UNIT - II

Alpha-Beta Pruning


Part A: Introduction


What is Alpha-Beta Pruning?

Alpha-Beta Pruning is an optimization technique used in the Minimax algorithm to reduce the number of nodes evaluated in a game tree.

It helps the AI agent make faster and smarter decisions by ignoring branches that will not affect the final result.


Why is it called Alpha-Beta?

  • Alpha (α): The best (maximum) score that the MAX player can guarantee so far.
  • Beta (β): The best (minimum) score that the MIN player can guarantee so far.

If at any point α ≥ β, the remaining branches don’t need to be explored — they’re pruned (cut off).


Part B: Need for Alpha-Beta Pruning

Problem with Minimax

Solution Provided by Alpha-Beta

Explores all nodes of the tree

Prunes unnecessary branches

High time complexity (O(b^d))

Reduces it to O(b^(d/2)) with good ordering

Slow decision-making in games

Makes real-time game AI faster and smarter


Part C: How Alpha-Beta Pruning Works


Step-by-Step:

  1. Traverse the tree using Minimax (Depth-First).
  2. Pass two values down the tree:
    • Alpha: Best value that MAX can secure
    • Beta: Best value that MIN can secure
  3. At each node:
    • If you find a value worse than alpha or beta, you can prune that branch.
  4. Continue only with branches that might influence the final decision.

Part D: Alpha-Beta Pruning Conditions

Condition

Result

At MAX node: α ≥ β

Stop evaluating further children

At MIN node: β ≤ α

Stop evaluating further children


Pseudocode (Simplified)

function AlphaBeta(node, depth, α, β, maximizingPlayer):

    if node is terminal or depth == 0:

        return heuristic value of node

 

    if maximizingPlayer:

        value = -∞

        for each child of node:

            value = max(value, AlphaBeta(child, depth-1, α, β, False))

            α = max(α, value)

            if α ≥ β:

                break  # Beta cut-off

        return value

    else:

        value = +∞

        for each child of node:

            value = min(value, AlphaBeta(child, depth-1, α, β, True))

            β = min(β, value)

            if β ≤ α:

                break  # Alpha cut-off

        return value


Part E: Advantages of Alpha-Beta Pruning

Advantage

Description

Faster than plain Minimax

Evaluates fewer nodes

Same result as Minimax

Optimal result is preserved

Supports deeper search

Saves time and space, allowing more depth

Better for real-time games

Efficient decision-making under time constraints


Part F: Limitations

Limitation

Description

Requires proper node ordering

Works best if best moves are checked first

Still exponential in worst case

O(b^d), but greatly reduced with pruning


Applications

  • Chess Engines (e.g., Stockfish)
  • Checkers, Tic-Tac-Toe
  • AI Bots in Strategy Games
  • Decision Trees in Competitive Environments

Summary

  • Alpha-Beta Pruning is an enhancement to the Minimax algorithm.
  • It eliminates branches in the game tree that don’t affect the final decision.
  • Uses two values, Alpha (max value) and Beta (min value), to prune unnecessary paths.
  • It is widely used in game-playing AI to save time and compute deeper strategies.

"Alpha-Beta Pruning is like solving a puzzle faster — by skipping pieces that won’t fit!"

 

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