alpha–beta pruning

E748469

Alpha–beta pruning is a search algorithm optimization that reduces the number of nodes evaluated in minimax-based game tree searches by eliminating branches that cannot affect the final decision.

All labels observed (2)

Label Occurrences
alpha-beta search 1
alpha–beta pruning canonical 1

How this entity was disambiguated

Statements (45)

Predicate Object
instanceOf adversarial search algorithm ⓘ
game tree search technique ⓘ
search algorithm optimization ⓘ
alphaRepresents best value that maximizer can guarantee so far ⓘ
alsoKnownAs alpha-beta search ⓘ
assumes deterministic game transitions ⓘ
no hidden information ⓘ
optimal play by both players ⓘ
basedOn minimax algorithm ⓘ
belongsTo algorithm design ⓘ
artificial intelligence ⓘ
benefitsFrom good move ordering ⓘ
bestCaseComplexity O(b^(d/2)) ⓘ
betaRepresents best value that minimizer can guarantee so far ⓘ
canBeCombinedWith heuristic evaluation functions ⓘ
iterative deepening search ⓘ
transposition tables ⓘ
category depth-first search enhancement ⓘ
commonlyAppliedIn computer Go variants with minimax search ⓘ
computer Othello ⓘ
computer checkers ⓘ
computer chess ⓘ
doesNotChange final minimax value with perfect play ⓘ
eliminates branches that cannot affect final decision ⓘ
enables deeper search within same time limit ⓘ
ensures same decision as full minimax search if implemented correctly ⓘ
formalizedBy John McCarthy ⓘ
goal reduce number of nodes evaluated in game tree search ⓘ
improves search efficiency ⓘ
influenced design of modern game-playing engines ⓘ
introducedInContextOf game-playing programs ⓘ
mathematicallyRelatedTo branch and bound ⓘ
optimizes minimax-based game tree search ⓘ
prunes subtrees that cannot improve current best outcome ⓘ
prunesWhen alpha is greater than or equal to beta ⓘ
reduces time complexity constant factor ⓘ
requires two bounds alpha and beta ⓘ
typicallyUsedWith depth-first minimax search ⓘ
typicalUseCase searching game trees to a fixed depth with evaluation at leaves ⓘ
usedIn perfect-information games ⓘ
turn-based games ⓘ
two-player zero-sum games ⓘ
where b is branching factor ⓘ
d is search depth ⓘ
worstCaseComplexity O(b^d) ⓘ

How these facts were elicited

Referenced by (2)

Full triples — surface form annotated when it differs from this entity's canonical label.

Monte Carlo tree search → relatedTo → alpha–beta pruning ⓘ
alpha–beta pruning → alsoKnownAs → alpha-beta search ⓘ
linked to: alpha–beta pruning