2. Adversarial Search (25 points): Consider the following game tree below, MAX M
ID: 3282577 • Letter: 2
Question
2. Adversarial Search (25 points): Consider the following game tree below, MAX MIN MAX MIN MAX 6 9 482 5 3 9 11 12 5 9 87 10 1 8 711 a. b. C. Label each node with its minimax value. Determine which move would be selected by MAX? List the nodes that the alpha-beta algorithm would prune. (Assume the children of a node are visited from left-to-right) d. In general (i.e., not just for the tree shown above, if we traverse a game tree by visiting children in right-to-left order 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
ANSWER:
solution:
The primary two subparts have been answered as per Chegg rule, please repost others.
I am symbols the cataloging beside the alphabets in the prearranged bump
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 select by MAX, right budge is elected.
Pseudocode for alpha beta pruning:
meaning alphabeta(node, depth, a, ß, maximizingPlayer)
if profundity = 0 or bump is a mortal bump
come back the heuristic value of bump
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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