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The expectiminimax algorithm is a variation of the minimax algorithm, for use in
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
systems that play two-player
zero-sum Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is e ...
games, such as
backgammon Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia and Pe ...
, in which the outcome depends on a combination of the player's skill and chance elements such as dice rolls. In addition to "min" and "max" nodes of the traditional minimax tree, this variant has "chance" (" move by nature") nodes, which take the expected value of a random event occurring. In game theory terms, an expectiminimax tree is the game tree of an
extensive-form game An extensive-form game is a specification of a game in game theory, allowing (as the name suggests) for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, t ...
of perfect, but
incomplete information In economics and game theory, complete information is an economic situation or game in which knowledge about other market participants or players is available to all participants. The utility functions (including risk aversion), payoffs, strategies ...
. In the traditional minimax method, the levels of the tree alternate from max to min until the depth limit of the tree has been reached. In an expectiminimax tree, the "chance" nodes are interleaved with the max and min nodes. Instead of taking the max or min of the utility values of their children, chance nodes take a weighted average, with the weight being the probability that child is reached. The interleaving depends on the game. Each "turn" of the game is evaluated as a "max" node (representing the AI player's turn), a "min" node (representing a potentially-optimal opponent's turn), or a "chance" node (representing a random effect or player). For example, consider a game in which each round consists of a single die throw, and then decisions made by first the AI player, and then another intelligent opponent. The order of nodes in this game would alternate between "chance", "max" and then "min".


Pseudocode

The expectiminimax algorithm is a variant of the minimax algorithm and was firstly proposed by
Donald Michie Donald Michie (; 11 November 1923 – 7 July 2007) was a British researcher in artificial intelligence. During World War II, Michie worked for the Government Code and Cypher School at Bletchley Park, contributing to the effort to solve " Tunny ...
in 1966. Its pseudocode is given below. function expectiminimax(node, depth) if node is a terminal node or depth = 0 return the heuristic value of node if the adversary is to play at node // Return value of minimum-valued child node let α := +∞ foreach child of node α := min(α, expectiminimax(child, depth-1)) else if we are to play at node // Return value of maximum-valued child node let α := -∞ foreach child of node α := max(α, expectiminimax(child, depth-1)) else if random event at node // Return weighted average of all child nodes' values let α := 0 foreach child of node α := α + (Probability
hild Hild or Hildr may refer to: * Hildr or Hild is one of the Valkyries in Norse mythology, a personification of battle * Hild or Hilda of Whitby is a Christian saint who was a British abbess and nun in the Middle Ages * Hild (Oh My Goddess!), the ult ...
× expectiminimax(child, depth-1)) return α Note that for random nodes, there must be a known probability of reaching each child. (For most games of chance, child nodes will be equally-weighted, which means the return value can simply be the average of all child values.)


See also

* Minimax *
Alpha–beta pruning Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games ...
*
Negamax Negamax search is a variant form of minimax search that relies on the zero-sum property of a two-player game. This algorithm relies on the fact that to simplify the implementation of the minimax algorithm. More precisely, the value of a position ...
* Expected value


References

{{DEFAULTSORT:Expectiminimax Tree Game theory Search algorithms Game artificial intelligence Trees (data structures)