minmax

When creating AI for strategic games, the Minmax algorithm is a fundamental tool for making decisions in two-player games with opposing objectives. However, the complexity of such games often leads to computational challenges, which can be mitigated with Alpha-Beta Pruning. This technique optimizes the Minmax algorithm by reducing the number of nodes that need to be explored, allowing for more efficient decision-making.

 

In this blog post, we will explore the Minmax algorithm using Alpha-Beta Pruning with an example from Connect Four, and walk through a Python implementation. 

What is the Minmax Algorithm?

The Minmax algorithm is a decision rule used for minimizing the possible loss in a worst-case scenario. In games, it helps the AI to choose the move that maximizes its chances of winning while minimizing the opponent’s chances. The algorithm assumes that both players play optimally.

 

Understanding Connect Four

Connect Four is a two-player strategy game where players take turns dropping colored discs into a vertical grid. The objective is to connect four discs vertically, horizontally, or diagonally. The first player to do so wins the game. The challenge for AI in Connect Four is to choose the optimal move at each turn, considering both immediate opportunities and future possibilities. 

 

The Minmax algorithm will:

  1. Generate the game tree down to a specified depth (due to the large number of possible moves).
  2. Evaluate the utility of each terminal node based on how favorable the board is to the current player.
  3. Propagate the utility values back up the tree to determine the best move.
connect_four

The Minmax Algorithm Explained

The Minmax algorithm is used to make decisions in games by simulating all possible moves up to a certain depth, evaluating the outcome of each move, and then selecting the move that maximizes the AI’s chances of winning while minimizing the opponent’s chances.

minimax_algorithm

Step-by-Step Breakdown in Connect Four:

  1. Generating the Game Tree: The algorithm simulates all possible moves from the current board state. For each possible move, it generates a new board state, representing the game tree’s nodes.
  2. Evaluating Terminal Nodes: At a specified depth or when the game ends (win, loss, or draw), the algorithm evaluates the board. For Connect Four, a winning move is given a high score, a losing move is given a low score, and a neutral move is given a score of zero.
  3. Backpropagating Values: The algorithm then backpropagates these values up the tree, assigning each non-terminal node a value based on its children. If it’s the AI’s turn, it selects the move with the highest value (maximizing), and if it’s the opponent’s turn, it selects the move with the lowest value (minimizing).

Why Alpha-Beta Pruning?

Minmax, though effective, can be computationally expensive as it explores every possible move. In larger games like chess, the number of possible states (nodes in the tree) grows exponentially. Alpha-Beta Pruning addresses this by “pruning” branches that cannot possibly influence the final decision, thereby reducing the number of nodes that need to be evaluated.

How It Works:

Alpha-Beta Pruning keeps track of two values:

  • Alpha: The best value that the maximizer can guarantee.
  • Beta: The best value that the minimizer can guarantee.
 

During the tree traversal, if the minimizer’s node value is less than or equal to alpha (α ≥ β), further exploration of that node is unnecessary as the maximizer will never choose that path. This significantly reduces the number of nodes evaluated.

Understanding the Alpha-Beta Process

The AI must decide its next move. The algorithm will evaluate each possible move by simulating all outcomes, pruning branches where the minimizer’s (opponent’s) best response is worse than a previously considered branch.

  1. Initial Alpha-Beta Values: Alpha is set to negative infinity, and Beta is set to positive infinity.
  2. Exploring Moves: The AI checks each possible move, calculating the Minmax value for each, updating Alpha and Beta as it goes.
  3. Pruning: If a move results in a Beta value that’s less than or equal to Alpha, the AI stops exploring that branch.

Implementing Minmax with Alpha-Beta Pruning in Connect Four

Let’s implement the Minmax algorithm with Alpha-Beta Pruning in Python, specifically tailored for Connect Four.

def minmax(board, depth, is_maximizing, alpha, beta): if depth == 0 or is_terminal_node(board): return evaluate_board(board)   if is_maximizing: max_eval = float('-inf') for col in get_valid_locations(board): row = get_next_open_row(board, col) temp_board = board.copy() drop_piece(temp_board, row, col, 1) # 1 represents AI's piece eval = minmax(temp_board, depth - 1, False, alpha, beta) max_eval = max(max_eval, eval) alpha = max(alpha, eval) if beta <= alpha: break # Beta cut-off return max_eval else: min_eval = float('inf') for col in get_valid_locations(board): row = get_next_open_row(board, col) temp_board = board.copy() drop_piece(temp_board, row, col, 2) # 2 represents opponent's piece eval = minmax(temp_board, depth - 1, True, alpha, beta) min_eval = min(min_eval, eval) beta = min(beta, eval) if beta <= alpha: break # Alpha cut-off return min_eval

Detailed Example: AI’s Turn in Connect Four

Let’s consider a situation in Connect Four where the AI needs to make a move. The current board looks like this:

0 1 2 3 4 5 6
0 . . . . . . .
1 . . . . . . .
2 . . . O . . .
3 . . X O . . .
4 . X O X . . .
5 X O X O . . .

The AI (playing as ‘X’) needs to decide its next move.

Step 1: Generate the Game Tree

The algorithm simulates each possible move by placing an ‘X’ in any of the columns that are not full. For each of these potential moves, it generates new board states and continues this process until the depth limit is reached or the game ends.

 

Step 2: Evaluate Terminal Nodes

At the terminal nodes (where the depth limit is reached or the game ends), the board is evaluated:

  • A winning move for ‘X’ might be assigned a value of +100.
  • A winning move for ‘O’ might be assigned a value of -100.
  • A draw could be valued at 0.

Step 3: Backpropagate Values

The algorithm then backpropagates these values through the tree. If it’s the AI’s turn (maximizing player), it picks the highest value among its possible moves. If it’s the opponent’s turn (minimizing player), it picks the lowest value.

 

Step 4: Pruning with Alpha-Beta

As the algorithm evaluates different branches, it uses Alpha and Beta values to prune branches that won’t be selected. For example, if placing an ‘X’ in column 3 is better than placing it in column 2, the algorithm might not fully evaluate all outcomes for column 2 if it’s already clear that column 3 is the superior choice.

Performance Analysis

The performance improvement brought by Alpha-Beta Pruning can be significant. Without pruning, the algorithm might explore \(O(b^d)\) nodes, where b is the branching factor and d is the depth of the tree. With Alpha-Beta Pruning, the effective branching factor can be reduced, making it feasible to search deeper in the tree.

 

Here’s a diagram that illustrates the performance comparison of the Minmax algorithm with and without Alpha-Beta Pruning. The diagram visually represents the execution outcome of our program, highlighting the difference in nodes evaluated and time taken at different search depths,

 

And here are the statistics from the program above, with and without Alpha-Beta Pruning, at different search depths in Connect Four,

Search Depth
Nodes Evaluated (With Pruning)
Time Taken (With Pruning)
Nodes Evaluated (Without Pruning)
Time Taken (Without Pruning)
2
13
2.44 ms
49
4.16 ms
4
97
13.46 ms
2,401
268.43 ms
6
685
134.01 ms
117,649
11,276.61 ms

Key Observations:

  1. Nodes Evaluated: With Alpha-Beta Pruning, the number of nodes evaluated is significantly lower than without pruning. At a depth of 6, the pruning algorithm evaluates only 685 nodes compared to 117,649 nodes without pruning.
  2. Time Taken: The time taken to evaluate nodes with Alpha-Beta Pruning is drastically reduced. For instance, at depth 6, the pruned algorithm takes about 134 milliseconds, whereas the unpruned algorithm takes over 11,276 milliseconds.

Conclusion

The combination of the Minmax algorithm and Alpha-Beta Pruning is crucial for developing AI that can efficiently and effectively play games like Connect Four. By reducing the number of nodes that need to be evaluated, Alpha-Beta Pruning allows the AI to make deeper and more informed decisions within the same time frame. This approach is foundational for creating competitive AI in various strategic games.    

Whether you’re developing AI for simple or complex games, mastering Minmax and Alpha-Beta Pruning will significantly enhance your AI’s performance, making it a formidable opponent in any game.

Stay tuned for more in-depth guides on AI algorithms and their practical applications in game development! 

Vaishakhi Panchmatia

As Tech Co-Founder at Yugensys, I’m passionate about fostering innovation and propelling technological progress. By harnessing the power of cutting-edge solutions, I lead our team in delivering transformative IT services and Outsourced Product Development. My expertise lies in leveraging technology to empower businesses and ensure their success within the dynamic digital landscape.

Looking to augment your software engineering team with a team dedicated to impactful solutions and continuous advancement, feel free to connect with me. Yugensys can be your trusted partner in navigating the ever-evolving technological landscape.

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