Question
An optimization for this algorithm involves guessing the expected result within a set of bounds called an “aspiration window”. This algorithm produces PV-nodes, Cut-nodes, and All-nodes, which were originally named type 1, 2, and 3 by Donald Knuth. Assuming optimal visit order, this algorithm has time complexity b to the n over 2 instead of the worst-case b to the n, since you can skip every other layer by making the right choice first. This algorithm calls itself recursively while keeping track of upper and lower bounds, with each call toggling between a (*) “maximizing” and a “minimizing” player. This algorithm improves on minimax by cutting off a branch of the search tree when it is discovered to be suboptimal. For 10 points, give this search algorithm commonly used in AIs for games like checkers or chess, named after two Greek letters. ■END■
ANSWER: alpha-beta pruning [or alpha-beta search; prompt on “pruning”; prompt on “tree search”; prompt on “minimax algorithm” before “minimax”]
<RG>
= Average correct buzz position
Conv. % | Power % | Average Buzz |
---|
100% | 40% | 88.60 |
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