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2e 2. Adversarial Search (25 points) Consider the following game tree below 6 94

ID: 3734083 • Letter: 2

Question

2e 2. Adversarial Search (25 points) Consider the following game tree below 6 9482 5 39 11 12 5 9 B 1 8 a. Label each node with its minimax value. b. Determine which move would be selected by MAX? c. List the nodes that the alpha-beta algorithm would prune. (Assume the children of a node are d. In general (iLe, not just for the tree shown above), if we traverse a game tree by visiting visited from left-to-right) instead of left-to-right, can this result in a change to. i The minimax value computed at each root? ii The number of nodes pruned by the alpha-beta algorithm?

Explanation / Answer

Solution:

The first two subparts have been answered as per Chegg guidelines, please repost others.

I am writing the labeling against the alphabets in the given node

H: 6

I: 2

J: 3

K: 9

L: 5

M: 8

N: 7

O: 1

P: 7

D: 6

E: 9

F: 8

G: 7

B: 6

C: 7

A: 7

b)

7 will be selected by MAX, right move is selected.

Pseudocode for alpha beta pruning:

function alphabeta(node, depth, a, ß, maximizingPlayer)
if depth = 0 or node is a terminal node
return the heuristic value of node
if maximizingPlayer
v := -8
for each child of node
v := max(v, alphabeta(child, depth – 1, a, ß, FALSE))
a := max(a, v)
if ß = a
break (* ß cut-off *)
return v
else
v := +8
for each child of node
v := min(v, alphabeta(child, depth – 1, a, ß, TRUE))
ß := min(ß, v)
if ß = a
break (* a cut-off *)
return v

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