alpha–beta pruning
E748469
Alpha–beta pruning is a search algorithm optimization that reduces the number of nodes evaluated in minimax-based game tree searches by eliminating branches that cannot affect the final decision.
All labels observed (1)
| Label | Occurrences |
|---|---|
| alpha–beta pruning canonical | 1 |
How this entity was disambiguated
This entity first appeared as the object of triple T8672501 — resolving that mention is where its identity was fixed. The disambiguator weighed these candidate entities and picked the highlighted one (or “None”, minting a new entity). This is how homonymy is resolved: the same surface form can point to different entities.
Target entity: alpha–beta pruning Context triple: [Monte Carlo tree search, relatedTo, alpha–beta pruning]
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A.
Monte Carlo tree search
Monte Carlo tree search is a heuristic search algorithm that uses random sampling of game states to build and explore a search tree, enabling strong decision-making in complex domains like Go and other board games.
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B.
Davis–Putnam algorithm
The Davis–Putnam algorithm is a pioneering procedure in automated theorem proving and propositional logic satisfiability that laid foundational groundwork for modern SAT solvers.
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C.
Generalized Search Tree
Generalized Search Tree is a flexible, balanced tree data structure framework that supports building custom index types for complex data and queries, often used in database systems.
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D.
AlphaZero
AlphaZero is a DeepMind-developed artificial intelligence system that mastered complex games like chess, shogi, and Go through self-play reinforcement learning without human-crafted strategies.
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E.
Benettin algorithm
The Benettin algorithm is a numerical method used in dynamical systems theory to estimate Lyapunov exponents, which quantify the rate of separation of nearby trajectories and indicate chaos.
- F. None of above. chosen
- G. Unsure - the case is ambiguous/there is not enough information to decide.
Target entity: alpha–beta pruning Target entity description: Alpha–beta pruning is a search algorithm optimization that reduces the number of nodes evaluated in minimax-based game tree searches by eliminating branches that cannot affect the final decision.
-
A.
Monte Carlo tree search
Monte Carlo tree search is a heuristic search algorithm that uses random sampling of game states to build and explore a search tree, enabling strong decision-making in complex domains like Go and other board games.
-
B.
Davis–Putnam algorithm
The Davis–Putnam algorithm is a pioneering procedure in automated theorem proving and propositional logic satisfiability that laid foundational groundwork for modern SAT solvers.
-
C.
Generalized Search Tree
Generalized Search Tree is a flexible, balanced tree data structure framework that supports building custom index types for complex data and queries, often used in database systems.
-
D.
AlphaZero
AlphaZero is a DeepMind-developed artificial intelligence system that mastered complex games like chess, shogi, and Go through self-play reinforcement learning without human-crafted strategies.
-
E.
Benettin algorithm
The Benettin algorithm is a numerical method used in dynamical systems theory to estimate Lyapunov exponents, which quantify the rate of separation of nearby trajectories and indicate chaos.
- F. None of above. chosen
Statements (45)
| Predicate | Object |
|---|---|
| instanceOf |
adversarial search algorithm
ⓘ
game tree search technique ⓘ search algorithm optimization ⓘ |
| alphaRepresents | best value that maximizer can guarantee so far ⓘ |
| alsoKnownAs | alpha-beta search NERFINISHED ⓘ |
| assumes |
deterministic game transitions
ⓘ
no hidden information ⓘ optimal play by both players ⓘ |
| basedOn | minimax algorithm ⓘ |
| belongsTo |
algorithm design
ⓘ
artificial intelligence ⓘ |
| benefitsFrom | good move ordering ⓘ |
| bestCaseComplexity | O(b^(d/2)) ⓘ |
| betaRepresents | best value that minimizer can guarantee so far ⓘ |
| canBeCombinedWith |
heuristic evaluation functions
ⓘ
iterative deepening search ⓘ transposition tables ⓘ |
| category | depth-first search enhancement ⓘ |
| commonlyAppliedIn |
computer Go variants with minimax search
ⓘ
computer Othello ⓘ computer checkers ⓘ computer chess ⓘ |
| doesNotChange | final minimax value with perfect play ⓘ |
| eliminates | branches that cannot affect final decision ⓘ |
| enables | deeper search within same time limit ⓘ |
| ensures | same decision as full minimax search if implemented correctly ⓘ |
| formalizedBy | John McCarthy NERFINISHED ⓘ |
| goal | reduce number of nodes evaluated in game tree search ⓘ |
| improves | search efficiency ⓘ |
| influenced | design of modern game-playing engines ⓘ |
| introducedInContextOf | game-playing programs ⓘ |
| mathematicallyRelatedTo | branch and bound ⓘ |
| optimizes | minimax-based game tree search ⓘ |
| prunes | subtrees that cannot improve current best outcome ⓘ |
| prunesWhen | alpha is greater than or equal to beta ⓘ |
| reduces | time complexity constant factor ⓘ |
| requires | two bounds alpha and beta ⓘ |
| typicallyUsedWith | depth-first minimax search ⓘ |
| typicalUseCase | searching game trees to a fixed depth with evaluation at leaves ⓘ |
| usedIn |
perfect-information games
ⓘ
turn-based games ⓘ two-player zero-sum games ⓘ |
| where |
b is branching factor
ⓘ
d is search depth ⓘ |
| worstCaseComplexity | O(b^d) ⓘ |
How these facts were elicited
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Subject: alpha–beta pruning Description of subject: Alpha–beta pruning is a search algorithm optimization that reduces the number of nodes evaluated in minimax-based game tree searches by eliminating branches that cannot affect the final decision.
Referenced by (1)
Full triples — surface form annotated when it differs from this entity's canonical label.