1. Prerequisites
Before understanding Minimax and Alpha-Beta Pruning, you should be familiar with the following foundational concepts:
- Game Theory: Understanding two-player zero-sum games.
- Tree Data Structure: Representation of possible moves as a game tree.
- Recursion: Essential for traversing the game tree.
- Depth-First Search (DFS): Used in tree exploration.
- Time Complexity: Evaluating the computational feasibility of an approach.
2. What is Minimax & Alpha-Beta Pruning?
2.1 Minimax Algorithm
The Minimax algorithm is a decision rule used in turn-based, two-player games where one player (MAX) tries to maximize the score while the other (MIN) tries to minimize it.
- Game Tree: The algorithm builds a tree where each node represents a game state.
- MAX Node: Chooses the move that maximizes the score.
- MIN Node: Chooses the move that minimizes the score.
- Leaf Nodes: Represent end states with assigned heuristic values.
def minimax(node, depth, is_maximizing):
if depth == 0 or is_terminal(node):
return evaluate(node)
if is_maximizing:
best = float('-inf')
for child in get_children(node):
value = minimax(child, depth - 1, False)
best = max(best, value)
return best
else:
best = float('inf')
for child in get_children(node):
value = minimax(child, depth - 1, True)
best = min(best, value)
return best
2.2 Alpha-Beta Pruning
Alpha-Beta Pruning optimizes Minimax by eliminating branches that do not affect the final decision, reducing unnecessary computations.
- Alpha (α): Best value found so far for MAX.
- Beta (β): Best value found so far for MIN.
- Pruning: If at any point, β ≤ α, further exploration of that branch is skipped.
def alpha_beta(node, depth, alpha, beta, is_maximizing):
if depth == 0 or is_terminal(node):
return evaluate(node)
if is_maximizing:
best = float('-inf')
for child in get_children(node):
value = alpha_beta(child, depth - 1, alpha, beta, False)
best = max(best, value)
alpha = max(alpha, best)
if beta <= alpha:
break # Prune
return best
else:
best = float('inf')
for child in get_children(node):
value = alpha_beta(child, depth - 1, alpha, beta, True)
best = min(best, value)
beta = min(beta, best)
if beta <= alpha:
break # Prune
return best
3. Why Does This Algorithm Exist?
The Minimax algorithm is crucial for decision-making in adversarial environments where two players have conflicting goals.
- Game AI: Used in chess, tic-tac-toe, and other turn-based strategy games.
- Artificial Intelligence: Helps AI make optimal decisions in competitive environments.
- Optimization Problems: Applied in resource allocation and strategic planning.
- Cybersecurity: Used in intrusion detection systems for adversarial scenarios.
4. When Should You Use It?
- Turn-Based Games: Games where players take turns making moves.
- Zero-Sum Games: Where one player's gain is another's loss.
- Known Rules & Finite Moves: Best suited when all possible game states can be evaluated.
- AI Opponents: When designing AI for competitive play.
5. How Does It Compare to Alternatives?
5.1 Strengths
- Optimal Play: Guarantees the best possible move given enough depth.
- Generalized: Works in various adversarial situations.
- Pruning Reduces Computation: Alpha-Beta Pruning significantly reduces the number of nodes evaluated.
5.2 Weaknesses
- Exponential Complexity: Without pruning, it grows exponentially with depth.
- Depth Limitation: Cannot analyze deep game trees in reasonable time.
- Imperfect Heuristics: Requires good evaluation functions for real-world performance.
5.3 Comparison with Other Methods
Algorithm | Best Use Case | Complexity | Strength | Weakness |
---|---|---|---|---|
Minimax | Perfect-information games | O(b^d) | Finds optimal moves | Slow for deep trees |
Alpha-Beta Pruning | Large game trees | O(b^(d/2)) | More efficient | Still exponential |
Monte Carlo Tree Search (MCTS) | Complex, probabilistic games | O(n log n) | Good for Go & real-world AI | Non-deterministic results |
Reinforcement Learning | Unknown environments | Varies | Adapts to learning | Training-intensive |
6. Basic Implementation
6.1 Minimax Algorithm Implementation (Python)
The following implementation includes the Minimax algorithm with Alpha-Beta pruning for a simple two-player game.
class Game:
def __init__(self, values):
self.tree = values # Predefined game tree values (leaf nodes)
def minimax(self, depth, node_index, is_maximizing, alpha, beta):
if depth == 2: # Leaf node reached
return self.tree[node_index]
if is_maximizing:
best = float('-inf')
for i in range(2): # Two children per node
value = self.minimax(depth + 1, node_index * 2 + i, False, alpha, beta)
best = max(best, value)
alpha = max(alpha, best)
if beta <= alpha:
break # Prune
return best
else:
best = float('inf')
for i in range(2): # Two children per node
value = self.minimax(depth + 1, node_index * 2 + i, True, alpha, beta)
best = min(best, value)
beta = min(beta, best)
if beta <= alpha:
break # Prune
return best
# Example game tree with predefined leaf values
values = [3, 5, 6, 9, 1, 2, 0, -1]
game = Game(values)
# Start Minimax with Alpha-Beta Pruning
optimal_value = game.minimax(0, 0, True, float('-inf'), float('inf'))
print("Optimal Value:", optimal_value)
7. Dry Run of the Algorithm
7.1 Example Tree Structure
We will manually track Minimax with Alpha-Beta pruning on the following tree:
(?) / \ (?) (?) / \ / \ (3) (5) (6) (9) (1) (2) (0) (-1)
7.2 Step-by-Step Execution
Let's track the function calls with Alpha-Beta pruning.
Step | Node | Minimax Decision | Alpha | Beta | Pruning? |
---|---|---|---|---|---|
1 | Root (Max) | Explore Left Child | -∞ | +∞ | No |
2 | Left Child (Min) | Explore Left Subtree | -∞ | +∞ | No |
3 | 3 & 5 (Leaf Nodes) | Min = 3 | -∞ | 3 | No |
4 | 1 & 2 (Leaf Nodes) | Min = 1 | -∞ | 1 | Prune Right |
5 | Left Child Evaluated | Max = 3 | 3 | +∞ | No |
6 | Right Child (Min) | Explore Left Subtree | 3 | +∞ | No |
7 | 6 & 9 (Leaf Nodes) | Min = 6 | 3 | 6 | No |
8 | 0 & -1 (Leaf Nodes) | Min = -1 | 3 | -1 | Prune Right |
9 | Right Child Evaluated | Max = 3 | 3 | +∞ | No |
10 | Root Decision | Optimal Move = 3 | - | - | - |
7.3 Final Result
The algorithm determines that the optimal value for the root node is 3, with Alpha-Beta pruning significantly reducing calculations.
8. Time & Space Complexity Analysis
8.1 Time Complexity of Minimax
The Minimax algorithm explores all possible game states up to a given depth.
- Branching Factor (b): The number of possible moves at each level.
- Depth (d): How many turns ahead the algorithm looks.
Minimax examines all nodes in the game tree, leading to:
$$O(b^d)$$
Best, Worst, and Average Cases
Case | Complexity | Reason |
---|---|---|
Worst Case | O(b^d) | Explores the entire tree exhaustively. |
Best Case | O(b^d) | No pruning occurs, so still exhaustive. |
Average Case | O(b^d) | Same as worst case unless pruning helps. |
8.2 Time Complexity with Alpha-Beta Pruning
Alpha-Beta pruning reduces unnecessary evaluations, eliminating many branches.
In an ideal scenario (best ordering of nodes), pruning reduces complexity to:
$$O(b^{d/2})$$
Case | Complexity | Reason |
---|---|---|
Worst Case | O(b^d) | No pruning occurs (bad node ordering). |
Best Case | O(b^{d/2}) | Pruning eliminates almost half the search space. |
Average Case | O(b^{d/1.5}) | Some pruning occurs, reducing but not halving work. |
9. Space Complexity Analysis
9.1 Memory Consumption in Minimax
Memory consumption depends on storing recursive function calls and game states.
- Recursive Depth: Limited to depth \(d\), so worst case uses \(O(d)\) stack space.
- Game State Storage: Each level stores \(O(b)\) nodes, but only one path is expanded at a time.
Overall space complexity:
$$O(d)$$
9.2 Memory Consumption with Alpha-Beta Pruning
Pruning does not significantly change space usage since it only prevents unnecessary function calls.
- Still requires \(O(d)\) stack space.
- Memory footprint remains small since only optimal branches are stored.
10. Trade-Offs & Considerations
10.1 Strengths of Minimax
- Guaranteed Optimal Moves: If the opponent plays optimally, Minimax ensures the best decision.
- Generalizable: Works on any turn-based adversarial game.
- No Learning Required: Unlike ML-based approaches, it requires no training.
10.2 Weaknesses of Minimax
- Exponential Growth: Large branching factors make it infeasible beyond a small depth.
- Slow for Deep Trees: Real-world games like chess require heuristics to limit depth.
10.3 Trade-Offs with Alpha-Beta Pruning
Factor | Minimax | Alpha-Beta Pruning |
---|---|---|
Computation Speed | Slow (O(b^d)) | Faster (O(b^{d/2})) |
Space Complexity | O(d) | O(d) |
Optimality | Always optimal | Always optimal |
Usefulness in Large Games | Limited | Pruning improves scalability |
Key Insight: Alpha-Beta Pruning should always be used with Minimax, as it provides the same results faster.
11. Optimizations & Variants
11.1 Common Optimizations in Minimax
Minimax can be optimized in several ways to reduce computation time and improve efficiency.
1. Alpha-Beta Pruning
- Eliminates unnecessary branches where a decision is already determined.
- Best-case complexity reduces from \(O(b^d)\) to \(O(b^{d/2})\).
- Performance depends on node ordering; best results occur when good moves are evaluated first.
2. Move Ordering
- Sort moves so that best moves are evaluated first.
- Leads to faster pruning and reduced computations.
3. Transposition Tables (Memoization)
- Store already computed game states in a hash table.
- Prevents redundant calculations, especially in games with repeated positions (e.g., Chess, Checkers).
- Reduces complexity for duplicate states.
4. Iterative Deepening
- Starts with a low search depth and gradually increases it.
- Used in real-time applications where decisions need to be made within a time limit.
5. Heuristic Evaluation Functions
- For deep trees, an exact solution is infeasible, so heuristic functions estimate node values.
- Example: In Chess, material count + positional advantage.
6. Quiescence Search
- Avoids evaluating positions where an immediate drastic change is likely (e.g., captures in Chess).
- Extends search depth only in "unstable" positions.
7. Monte Carlo Tree Search (MCTS)
- Instead of exhaustive search, MCTS samples random simulations to determine the best move.
- Used in complex games like Go where Minimax is impractical.
11.2 Variants of Minimax
Variant | Description | Best Use Case |
---|---|---|
Standard Minimax | Explores all possible moves without pruning. | Small games like Tic-Tac-Toe. |
Alpha-Beta Pruning | Reduces unnecessary computations by pruning branches. | Large game trees like Chess. |
Expectiminimax | Handles stochastic games by considering chance nodes. | Games with randomness like Backgammon. |
Monte Carlo Tree Search (MCTS) | Uses random simulations instead of brute-force search. | Games like Go, where branching factor is high. |
12. Iterative vs. Recursive Implementations
12.1 Recursive Minimax
- Natural and easy to implement.
- Consumes stack memory proportional to the search depth \(O(d)\).
- Harder to control in real-time systems due to deep recursion.
def minimax(node, depth, is_maximizing):
if depth == 0 or is_terminal(node):
return evaluate(node)
if is_maximizing:
best = float('-inf')
for child in get_children(node):
value = minimax(child, depth - 1, False)
best = max(best, value)
return best
else:
best = float('inf')
for child in get_children(node):
value = minimax(child, depth - 1, True)
best = min(best, value)
return best
12.2 Iterative Minimax
- Avoids recursion, preventing stack overflow for deep trees.
- Can be combined with iterative deepening for real-time applications.
- Uses an explicit stack to simulate recursion.
def iterative_minimax(root):
stack = [(root, 0, True, float('-inf'), float('inf'))] # (node, depth, is_max, alpha, beta)
best_value = None
while stack:
node, depth, is_max, alpha, beta = stack.pop()
if depth == 0 or is_terminal(node):
value = evaluate(node)
else:
if is_max:
value = float('-inf')
for child in get_children(node):
stack.append((child, depth - 1, False, alpha, beta))
else:
value = float('inf')
for child in get_children(node):
stack.append((child, depth - 1, True, alpha, beta))
if best_value is None or (is_max and value > best_value) or (not is_max and value < best_value):
best_value = value
return best_value
12.3 Comparison of Iterative vs. Recursive
Factor | Recursive | Iterative |
---|---|---|
Implementation Complexity | Simple & intuitive | More complex |
Memory Usage | O(d) (stack space) | O(d) (explicit stack) |
Performance | Efficient for small depths | More stable for deep trees |
Control & Debugging | Hard to control | Easier to modify dynamically |
Best Use Case | Small, simple games | Large-scale AI applications |
12.4 Key Insights
- Recursive Minimax is preferred for small-scale problems where stack depth is not a concern.
- Iterative Minimax is better for real-time decision-making, large games, or where stack overflows are a concern.
- Best Choice: Combining iterative deepening with iterative Minimax provides a practical AI solution for complex games.
13. Edge Cases & Failure Handling
13.1 Common Pitfalls in Minimax & Alpha-Beta Pruning
1. Handling Terminal States Incorrectly
- Minimax must correctly identify terminal states (e.g., checkmate, tic-tac-toe win, or draw).
- Failure to do so may cause infinite recursion.
2. Incorrect Evaluation Function
- Heuristic evaluation must accurately reflect the game’s state.
- A poor heuristic may cause the AI to make suboptimal decisions.
3. Unbounded Recursion
- Minimax is recursive and may exceed the recursion depth limit in deep game trees.
- Solution: Implement an iterative version or limit depth.
4. Inefficient Move Ordering in Alpha-Beta Pruning
- Alpha-Beta pruning is most effective when the best moves are evaluated first.
- If ordering is not optimized, pruning provides little to no improvement.
5. Handling Draws & Stalemates
- Ensure that the evaluation function correctly recognizes drawn positions.
- Failure to detect a draw may result in unnecessary computation.
6. Floating-Point Precision Issues
- Comparisons between float values may cause inconsistencies.
- Solution: Use integer-based evaluation scores where possible.
7. Handling Games with Randomness (Expectiminimax)
- Minimax does not work well with games that have random elements like dice rolls.
- Solution: Use the Expectiminimax algorithm for stochastic environments.
14. Test Cases to Verify Correctness
14.1 Basic Unit Test Cases (Python)
These tests validate the correctness of Minimax with Alpha-Beta Pruning.
import unittest
class TestMinimax(unittest.TestCase):
def setUp(self):
# Sample game tree for testing
self.game = Game([3, 5, 6, 9, 1, 2, 0, -1])
def test_minimax_correctness(self):
""" Test Minimax returns the correct optimal value """
result = self.game.minimax(0, 0, True, float('-inf'), float('inf'))
self.assertEqual(result, 3)
def test_terminal_state(self):
""" Test that terminal states return correct heuristic value """
terminal_result = self.game.minimax(2, 0, True, float('-inf'), float('inf'))
self.assertIn(terminal_result, [3, 5, 6, 9, 1, 2, 0, -1])
def test_alpha_beta_pruning_effectiveness(self):
""" Test that alpha-beta pruning correctly reduces node evaluations """
unoptimized_count = self.game.minimax(0, 0, True, float('-inf'), float('inf')) # Without pruning
optimized_count = self.game.minimax(0, 0, True, float('-inf'), float('inf')) # With pruning
self.assertLess(optimized_count, unoptimized_count)
def test_draw_scenario(self):
""" Test that the game detects a draw correctly """
draw_game = Game([0, 0, 0, 0, 0, 0, 0, 0])
result = draw_game.minimax(0, 0, True, float('-inf'), float('inf'))
self.assertEqual(result, 0)
if __name__ == "__main__":
unittest.main()
14.2 Test Cases for Edge Cases
Test Case | Expected Outcome |
---|---|
Terminal state reached at depth 0 | Returns heuristic value of the node |
All moves lead to a draw | Returns a neutral evaluation (e.g., 0) |
Alpha-beta pruning eliminates redundant computations | Fewer nodes evaluated compared to Minimax without pruning |
Handling deep recursion (depth > 10) | Does not exceed maximum recursion depth |
Game with randomized elements (Expectiminimax needed) | Fails (since Minimax is deterministic) |
15. Real-World Failure Scenarios
15.1 Chess Engine Mistakes
- Chess engines using Minimax without depth limits can be too slow.
- Poor heuristic functions may cause engines to sacrifice valuable pieces for small positional advantages.
15.2 AI in Tic-Tac-Toe Playing Suboptimally
- If terminal states are not properly defined, the AI might fail to recognize a forced win.
- Example: If Minimax evaluates too early, it might miss a guaranteed victory.
15.3 Computational Overhead in Large Games
- Games like Go have an enormous search space (branching factor ~250).
- Minimax is infeasible, requiring alternatives like Monte Carlo Tree Search.
15.4 Alpha-Beta Pruning Misuse
- If moves are not ordered well, pruning provides little benefit.
- Example: Evaluating weak moves first prevents pruning of strong branches.
15.5 Stochastic Games Like Backgammon
- Minimax fails in games with randomness since it assumes deterministic outcomes.
- Solution: Use Expectiminimax to handle chance nodes.
15.6 Adversarial AI in Cybersecurity
- Intrusion detection systems using Minimax may fail against attackers adapting strategies dynamically.
- Solution: Combine Minimax with machine learning for adaptability.
Key Insight: Minimax & Alpha-Beta pruning are powerful but must be carefully implemented to avoid inefficiencies and miscalculations.
16. Real-World Applications & Industry Use Cases
16.1 Game AI Development
Minimax is widely used in turn-based strategy games where AI opponents need to make optimal decisions.
- Chess Engines: Stockfish, Deep Blue, and other chess engines use Minimax with Alpha-Beta pruning.
- Tic-Tac-Toe & Checkers: Simple board games use Minimax for AI decision-making.
- Go (Modified Minimax): Go requires Monte Carlo Tree Search (MCTS) due to its complexity.
16.2 Robotics & Autonomous Agents
Used in decision-making for robots in adversarial environments.
- Robot Soccer: AI-controlled robots strategize moves based on opponent behavior.
- Pathfinding in Competitive Environments: Used in simulations where robots must avoid detection or capture.
16.3 Cybersecurity & Intrusion Detection
Minimax helps model attacks and defenses in cybersecurity.
- Intrusion Detection Systems (IDS): Models attacker-defender scenarios.
- Automated Threat Analysis: Predicts possible security breaches using adversarial modeling.
16.4 Financial Trading & Risk Management
Minimax is used to model worst-case scenarios in financial risk assessment.
- Portfolio Optimization: Ensures minimal losses in volatile markets.
- Game-Theoretic Stock Trading: Predicts adversarial moves in algorithmic trading.
16.5 Medical Decision Support Systems
Used in AI-driven diagnosis and treatment planning.
- Optimal Treatment Plans: AI suggests best treatment paths by considering potential risks.
- Medical Imaging Analysis: AI evaluates tumor growth prediction using game-theoretic models.
16.6 Military & Defense Strategy
Minimax is applied in AI-driven tactical decision-making.
- Autonomous Drone Navigation: AI-controlled drones strategize in combat scenarios.
- Simulating Military Conflicts: AI predicts best defensive or offensive moves.
17. Open-Source Implementations
17.1 Minimax & Alpha-Beta Pruning in Open-Source Projects
- Stockfish (Chess Engine): Stockfish GitHub
- GNU Chess: GNU Chess Website
- AlphaZero (Deep Reinforcement Learning + Minimax): AlphaZero General
- Simple Minimax Tic-Tac-Toe AI: GitHub Repository
- Checkers AI: GitHub Repository
17.2 Libraries & Frameworks for Minimax
- Python-Chess: Library implementing Chess AI with Minimax. (Documentation)
- AI Gym (Reinforcement Learning): Used to develop Minimax-based AI for games. (Gym Library)
18. Project: Implementing a Tic-Tac-Toe AI with Minimax
18.1 Project Description
We will implement an AI-powered Tic-Tac-Toe game where the computer uses Minimax to play optimally.
18.2 Python Implementation
import math
# Tic-Tac-Toe board representation
board = [" " for _ in range(9)]
def print_board():
for i in range(3):
print("|".join(board[i*3:(i+1)*3]))
if i < 2:
print("-----")
def check_winner():
win_patterns = [(0,1,2), (3,4,5), (6,7,8), (0,3,6), (1,4,7), (2,5,8), (0,4,8), (2,4,6)]
for (x, y, z) in win_patterns:
if board[x] == board[y] == board[z] and board[x] != " ":
return board[x]
if " " not in board:
return "Draw"
return None
def minimax(is_maximizing):
winner = check_winner()
if winner == "X": return -1
if winner == "O": return 1
if winner == "Draw": return 0
if is_maximizing:
best_score = -math.inf
for i in range(9):
if board[i] == " ":
board[i] = "O"
score = minimax(False)
board[i] = " "
best_score = max(best_score, score)
return best_score
else:
best_score = math.inf
for i in range(9):
if board[i] == " ":
board[i] = "X"
score = minimax(True)
board[i] = " "
best_score = min(best_score, score)
return best_score
def best_move():
best_score = -math.inf
move = -1
for i in range(9):
if board[i] == " ":
board[i] = "O"
score = minimax(False)
board[i] = " "
if score > best_score:
best_score = score
move = i
board[move] = "O"
def play_game():
while True:
print_board()
if check_winner():
print("Winner:", check_winner())
break
# Player Move
move = int(input("Enter position (0-8): "))
if board[move] == " ":
board[move] = "X"
else:
print("Invalid move!")
continue
if check_winner():
print_board()
print("Winner:", check_winner())
break
# AI Move
best_move()
play_game()
18.3 Features
- Uses Minimax to play optimally.
- Checks for game-ending conditions.
- Prevents invalid moves.
- AI always plays the best possible move.
18.4 Potential Enhancements
- Use Alpha-Beta Pruning to optimize search.
- Implement a graphical interface using Pygame.
- Train AI using Reinforcement Learning instead of Minimax.
19. Competitive Programming & System Design Integration
19.1 Minimax & Alpha-Beta Pruning in Competitive Programming
Minimax is frequently used in coding competitions to solve problems involving turn-based games, AI decision-making, and adversarial optimization.
1. Common Problem Types in Competitive Programming
- Game Theory Problems: Games like Tic-Tac-Toe, Chess, Checkers, Nim, and Connect Four.
- AI Decision-Making: Optimal moves in turn-based strategy problems.
- Resource Allocation: Problems involving adversarial distribution of resources.
- Combinatorial Games: Variants of Grundy Numbers and Nim Game.
2. Techniques to Improve Minimax Performance in Competitive Programming
- Bitmasking: Represent game states efficiently for large input constraints.
- Memoization: Cache already computed results to avoid redundant calculations.
- Iterative Deepening: Useful when a time limit is imposed.
- Alpha-Beta Pruning: Helps reduce the number of nodes explored.
19.2 Minimax in System Design
Minimax is not just for games; it is also used in AI-driven decision-making and adversarial settings in system design.
1. AI & Game Engines
- Decision-making in strategy games.
- Implementing difficulty levels for AI bots.
2. Adversarial Search in Cybersecurity
- Used in attack-defense modeling for cybersecurity simulations.
- Intrusion detection systems to predict hacker moves.
3. Financial Trading & Risk Analysis
- Models worst-case scenarios in investment strategies.
- AI-driven portfolio management for minimizing risks.
4. Healthcare Decision Systems
- AI-driven medical diagnosis and optimal treatment planning.
- Simulating doctor-patient interactions in a game-theoretic model.
20. Assignments & Practice Problems
20.1 Solve at Least 10 Problems Using Minimax & Alpha-Beta Pruning
Practice solving the following problems to gain mastery over Minimax.
Problem | Difficulty | Concept | Link |
---|---|---|---|
Tic-Tac-Toe AI | Easy | Basic Minimax | GFG |
Nim Game | Medium | Game Theory | CodeChef |
Checkers AI | Medium | Alpha-Beta Pruning | HackerRank |
Chess Move Prediction | Hard | Move Ordering | ChessProgramming |
Connect Four | Medium | Tree Search | LeetCode |
Reversi AI | Hard | Adversarial AI | O'Reilly |
Gomoku (Five in a Row) | Medium | Game Tree Search | Kaggle |
Monte Carlo Tree Search | Hard | Minimax Alternative | JAIR |
Ultimate Tic-Tac-Toe | Hard | Nested Minimax | ResearchGate |
AI for Poker | Expert | Minimax in Probabilistic Games | University of Alberta Poker AI |
20.2 System Design Problem Using Minimax
Design a cybersecurity intrusion detection system using Minimax where:
- Attacker tries to maximize intrusion success rate.
- Defender tries to minimize system vulnerability.
- Each move corresponds to an attacker exploiting a vulnerability.
- Minimax helps the system predict and prevent attacks.
Implementation Plan
- Define attacker and defender actions as game states.
- Use heuristic scoring to rank security weaknesses.
- Apply Alpha-Beta pruning to optimize response time.
- Use Monte Carlo Tree Search for probabilistic attack scenarios.
20.3 Implement Minimax Under Time Constraints
Challenge: Implement a Minimax-based Tic-Tac-Toe AI within 30 minutes.
- Time your implementation.
- Use only a basic evaluation function.
- Compare your solution's efficiency with Alpha-Beta pruning.
- Push your solution to GitHub.
Key Learning Outcome: Improve efficiency and accuracy under strict constraints.