Assess your understanding of Minimax, Alpha-Beta Pruning, and key game theory concepts in artificial intelligence with these easy questions focused on search strategies, decision-making, and practical scenarios in competitive games.
What is the primary goal of the Minimax algorithm in two-player games such as chess or tic-tac-toe?
Explanation: The Minimax algorithm aims to maximize the player's minimum gain while assuming the opponent plays optimally to minimize the player's score. Selecting random moves does not reflect rational play. Minimizing computational time is a goal of optimization but not the algorithm’s main objective. Attempting to maximize the maximum loss is not strategic nor reflective of Minimax logic.
In the Minimax algorithm, what is the role of the 'MAX' player?
Explanation: The 'MAX' player aims to choose moves that yield the highest evaluation value, maximizing their potential outcome. Minimizing outcomes is actually the strategy of the 'MIN' player. Alternating randomly has no strategic basis, and always guaranteeing a win is impossible unless the game is already won.
Which structure best represents the process used in the Minimax algorithm for searching possible moves?
Explanation: Minimax explores a tree structure with alternating MAX (player's) and MIN (opponent's) levels to simulate turns. A linear list cannot model branching decisions. A single-node graph does not represent different choices, and a cyclic loop would indicate repeated (non-terminating) play, which is not allowed in standard Minimax applications.
What is the main advantage of Alpha-Beta Pruning when applied to the Minimax algorithm?
Explanation: Alpha-Beta Pruning skips branches that cannot influence the final decision, thus reducing unnecessary node evaluations. It does not guarantee victory, only efficiency. Creating more moves for the opponent or changing game rules is unrelated to the pruning process.
In Alpha-Beta Pruning, what does the 'alpha' value represent?
Explanation: Alpha tracks the best (highest) value found so far along the path for the maximizing player. The beta value does this for the minimizing player. Counting child nodes or assigning probabilities of winning are unrelated to what alpha represents in this context.
During Alpha-Beta Pruning, under which condition does the algorithm prune a branch?
Explanation: Pruning occurs when it is determined that continued exploration cannot yield a better result, specifically when alpha is greater than or equal to beta. Pruning is not based on reaching maximum depth alone or on equal scores at different levels. The maximizing player's move order does not directly trigger pruning.
What purpose does a static evaluation function serve in Minimax-based AI searching a limited-depth game tree?
Explanation: A static evaluation function is used to estimate board strength or desirability at cut-off depth, since the game may not be finished. Randomizing moves or increasing memory usage are not the function's purpose. Counting possible moves does not evaluate game state quality.
Which type of game scenario is Minimax best suited for?
Explanation: Minimax is most effective for games where outcomes are fully determined by players' actions, with two opponents and zero-sum rewards (one player's gain is another's loss). Cooperative or single-player games usually require different approaches, while non-deterministic or real-time games do not fit the turn-based, fully-informed model.
If multiple moves yield the same Minimax value, which approach should an AI typically use to select among them?
Explanation: When multiple moves are tied in score, any may be chosen, since each is equally optimal for the algorithm. Always picking the first is arbitrary and may be predictable. Not making a move is illegal in most games, and excluding optimal moves makes no sense logically.
How does Alpha-Beta Pruning affect the optimality of the solution found by the Minimax algorithm?
Explanation: Alpha-Beta Pruning eliminates unnecessary calculations but does not affect the final result; it finds the same optimal move as traditional Minimax. Accuracy is unchanged, and while move ordering affects efficiency, not the correctness. Pruning works for zero-sum (not non-zero-sum) games.