search algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the Feasible region, search space of a problem do ...
that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its
search tree
In computer science, a search tree is a tree data structure used for locating specific keys from within a set. In order for a tree to function as a search tree, the key for each node must be greater than any keys in subtrees on the left, and les ...
. It is an adversarial search algorithm used commonly for machine playing of two-player games ( Tic-tac-toe,
Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, Connect 4, etc.). It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision.
History
Allen Newell and Herbert A. Simon who used what John McCarthy calls an "approximation" in 1958 wrote that alpha–beta "appears to have been reinvented a number of times".Arthur Samuel had an early version for a checkers simulation. Richards, Timothy Hart, Michael Levin and/or Daniel Edwards also invented alpha–beta independently in the
United States
The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 U.S. state, states, a Washington, D.C., federal district, five ma ...
. McCarthy proposed similar ideas during the
Dartmouth workshop
The Dartmouth Summer Research Project on Artificial Intelligence was a 1956 summer workshop widely consideredKline, Ronald R., Cybernetics, Automata Studies and the Dartmouth Conference on Artificial Intelligence, IEEE Annals of the History of ...
in 1956 and suggested it to a group of his students including
Alan Kotok
Alan Kotok (November 9, 1941 – May 26, 2006) was an American computer scientist known for his work at Digital Equipment Corporation (Digital, or DEC) and at the World Wide Web Consortium (W3C). Steven Levy, in his book '' Hackers: Heroes of ...
at MIT in 1961.
Alexander Brudno
Alexander L'vovich Brudno (russian: Александр Львович Брудно) (10 January 1918 – 1 December 2009)
Donald Knuth
Donald Ervin Knuth ( ; born January 10, 1938) is an American computer scientist, mathematician, and professor emeritus at Stanford University. He is the 1974 recipient of the ACM Turing Award, informally considered the Nobel Prize of computer ...
and Ronald W. Moore refined the algorithm in 1975.Judea Pearl proved its optimality in terms of the expected running time for trees with randomly assigned leaf values in two papers. The optimality of the randomized version of alpha–beta was shown by Michael Saks and Avi Wigderson in 1986.
Core idea
A
game tree
In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, c ...
can represent many two-player zero-sum games, such as chess, checkers, and reversi. Each node in the tree represents a possible situation in the game. Each terminal node (outcome) of a branch is assigned a numeric score that determines the value of the outcome to the player with the next move.
The algorithm maintains two values, alpha and beta, which respectively represent the minimum score that the maximizing player is assured of and the maximum score that the minimizing player is assured of. Initially, alpha is negative infinity and beta is positive infinity, i.e. both players start with their worst possible score. Whenever the maximum score that the minimizing player (i.e. the "beta" player) is assured of becomes less than the minimum score that the maximizing player (i.e., the "alpha" player) is assured of (i.e. beta < alpha), the maximizing player need not consider further descendants of this node, as they will never be reached in the actual play.
To illustrate this with a real-life example, suppose somebody is playing chess, and it is their turn. Move "A" will improve the player's position. The player continues to look for moves to make sure a better one hasn't been missed. Move "B" is also a good move, but the player then realizes that it will allow the opponent to force checkmate in two moves. Thus, other outcomes from playing move B no longer need to be considered since the opponent can force a win. The maximum score that the opponent could force after move "B" is negative infinity: a loss for the player. This is less than the minimum position that was previously found; move "A" does not result in a forced loss in two moves.
Improvements over naive minimax
The benefit of alpha–beta pruning lies in the fact that branches of the search tree can be eliminated. This way, the search time can be limited to the 'more promising' subtree, and a deeper search can be performed in the same time. Like its predecessor, it belongs to the branch and bound class of algorithms. The optimization reduces the effective depth to slightly more than half that of simple minimax if the nodes are evaluated in an optimal or near optimal order (best choice for side on move ordered first at each node).
With an (average or constant) branching factor of ''b'', and a search depth of ''d'' plies, the maximum number of leaf node positions evaluated (when the move ordering is pessimal) is ''O''(''b''×''b''×...×''b'') = ''O''(''b''''d'') – the same as a simple minimax search. If the move ordering for the search is optimal (meaning the best moves are always searched first), the number of leaf node positions evaluated is about ''O''(''b''×1×''b''×1×...×''b'') for odd depth and ''O''(''b''×1×''b''×1×...×1) for even depth, or . In the latter case, where the ply of a search is even, the effective branching factor is reduced to its
square root
In mathematics, a square root of a number is a number such that ; in other words, a number whose ''square'' (the result of multiplying the number by itself, or ⋅ ) is . For example, 4 and −4 are square roots of 16, because .
...
, or, equivalently, the search can go twice as deep with the same amount of computation. The explanation of ''b''×1×''b''×1×... is that all the first player's moves must be studied to find the best one, but for each, only the second player's best move is needed to refute all but the first (and best) first player move—alpha–beta ensures no other second player moves need be considered. When nodes are considered in a random order (i.e., the algorithm randomizes), asymptotically,
the expected number of nodes evaluated in uniform trees with binary leaf-values is
.
For the same trees, when the values are assigned to the leaf values independently of each other and say zero and one are both equally probable, the expected number of nodes evaluated is , which is much smaller than the work done by the randomized algorithm, mentioned above, and is again optimal for such random trees. When the leaf values are chosen independently of each other but from the