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Problem

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Cse15
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2.8.3 Working of AIQNERGS Pruning Let's take an example of two-player search tree to understand the working of IIptaoBRH pruning ‘Step 1: At the first step the, Max player wil start first move from node A where a= <2 and f= +42, these value of alpha and beta passed down to node B where again a= -20 and Node B passes the same value to its child D, 2, and Step 2: At Node D, the value of @ will be calculated as ts tum for Max. The value of « is ‘compared with firstly 2 and then 3, and the max (2, 3) = 3 will be the value of a at node D and node value will also 3. ‘Step 3: Now algorithm backtracks to node B, where the value of B will change as this is a turn of Min, Now <0, will compare with the available subsequent nodes value, ie. min (=, 3)= 3, hence at node B now a~ 2, and f= 3. (CS8691— ARTIFICIAL INTELLIGENCE Page 87 Igorthim traverse the next successor of Node B which is node E, and the values wil also be passed. Page 88 At mode E, Max will take its tum, and the value of alpha will change. The current value ) = 5, hence at node E a= 5 and f= 3, where of alpha will be compared with S, so max (- cB, so the right successor of E will be pruned, and algorithm will not traverse it, and the value at node E will be 5 Step 5: At next step, algorithm again backtrack the tree, from node B to node A. At node A, the value of alpha will be changed the maximum available value is 3 as max (+22, 3)=3, and = 3 and p= these two values now passes to right successor of A which is Node C. At node +o, and the same values will be passed on to node F. Step 6: At node F, again the value of a will be compared with left child which is 0, and ‘max(3,0)= 3, and then compared with right child which is 1, and max(3,1)= 3 still a remains 3, but the node value of F will become 1. ‘Step 7: Node F retums the node value 1 to node C, at C a= 3 and f= +20, here the value of beta and B= will be changed, it will compare with 1 so min (so, 1)= 1. Now at C, « and again it satisfies the condition a>=p, so the next child of C which is G will be pruned, and the algorithm will not compute the entire sub-tree G. CS8691 — ARTIFICIAL INTELLIGENCE Page 89 ‘Step 8: C now returns the value of 1 to A here the best value for A is max (3, 1) = 3. Following is the final game tree which is the showing the nodes which are computed and nodes which has never computed. Hence the optimal value for the maximizer is 3 for this example. CS8691 — ARTIFICIAL INTELLIGENCE Page 90

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