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Minimax is a backtracking algorithm used in decision-making and game theory to determine the best move for a player, provided that your opponent also plays optimally. It is commonly employed in two-player turn-based games like Tic-Tac-Toe, Backgammon, Mancala, and Chess.
Minimax is a decision rule used in AI, decision theory, game theory, statistics, and philosophy to minimise the potential loss in the worst-case (maximum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximise the lowest gain. Initially developed for several-player zero-sum game theory, it has been extended to more complicated games and general decision-making under uncertainty.
Game theory
The two participants in Minimax are referred to as the maximizer and minimizer. The maximizer strives to achieve the maximum score, whereas the minimizer seeks to achieve the lowest score. A value accompanies each board state. If the maximizer has the upper hand in a particular situation, the board score will typically be positive. In that board condition, if the minimizer has the advantage, it will typically be some negative number.
Pseudo-code
function minimax( node, depth, maximizingPlayer ) is
if depth = 0 or node is a terminal node then
return the heuristic value of node
if maximizingPlayer then
value := −∞
for each child of node do
value := max( value, minimax( child, depth − 1, FALSE ) )
return value
else (* minimizing player *)
value := +∞
for each child of node do
value := min( value, minimax( child, depth − 1, TRUE ) )
return value
Operation
We can explain the minimax algorithm's functioning with an example. An example of a game tree that illustrates a two-player game is shown below.
Properties
Conclusion
Minimax decision-making is non-probabilistic: unlike decisions based on expected value or utility, it makes no assumptions about the likelihood of alternative outcomes, instead relying on scenario analysis of the possible results. In contrast to these other choice approaches, it is hence resistant to changes in assumptions. Other adaptations to this non-probabilistic method include minimax regret and Info-gap decision theory.
Furthermore, the fundamental disadvantage of the minimax algorithm is that it becomes prolonged while playing complex games like chess, go, and so on. This game style features a high branching factor, giving the player numerous options. The minimax algorithm's drawback can be overcome by alpha-beta pruning.