anonymous
  • anonymous
quyz plz help
Computer Science
  • Stacey Warren - Expert brainly.com
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katieb
  • katieb
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anonymous
  • anonymous
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anonymous
  • anonymous
plz help
anonymous
  • anonymous
moha Is it C language or java?

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anonymous
  • anonymous
http://cs.ucla.edu/~rosen/161/notes/alphabeta.html try this
anonymous
  • anonymous
ammmmmmmm may be java
anonymous
  • anonymous
anaas can u plz guide me to solve
anonymous
  • anonymous
moha its an algorithm let me read it first then i can guide ok
anonymous
  • anonymous
okay thank u very much
anonymous
  • anonymous
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.
anonymous
  • anonymous
In computer science, a search algorithm is an algorithm for finding an item with specified properties among a collection of items
anonymous
  • anonymous
Minimax (sometimes minmax) is a decision rule used in decision theory, game theory, statistics and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario.
anonymous
  • anonymous
alright
anonymous
  • anonymous
It is an adversarial search algorithm used commonly for machine playing of two-player games (Tic-tac-toe, Chess, Go, etc.). It stops completely 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.
anonymous
  • anonymous
okay
anonymous
  • anonymous
Pseudocode: function alphabeta(node, depth, α, β, Player) if depth = 0 or node is a terminal node return the heuristic value of node if Player = MaxPlayer for each child of node α := max(α, alphabeta(child, depth-1, α, β, not(Player) )) if β ≤ α break (* Beta cut-off *) return α else for each child of node β := min(β, alphabeta(child, depth-1, α, β, not(Player) )) if β ≤ α break (* Alpha cut-off *) return β (* Initial call *) alphabeta(origin, depth, -infinity, +infinity, MaxPlayer)
anonymous
  • anonymous
Beta is the minimum upper bound of possible solutions
anonymous
  • anonymous
Alpha is the maximum lower bound of possible solutions
anonymous
  • anonymous
okay thoes just assumption right
anonymous
  • anonymous
???
anonymous
  • anonymous
ur two last response i meant
anonymous
  • anonymous
yes
anonymous
  • anonymous
Thus, when any new node is being considered as a possible path to the solution, it can only work if: alpha <= N <= beta
anonymous
  • anonymous
alright
anonymous
  • anonymous
@moha_10 http://cs.ucla.edu/~rosen/161/notes/alphabeta.html there are couple of examples that will help you
anonymous
  • anonymous
okay nice
anonymous
  • anonymous
i think this will help you alot :)
anonymous
  • anonymous
i'll try it
anonymous
  • anonymous
ok do try it. there is a saying "practice makes perfect " :)

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