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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