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, (15[1])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 (15[1])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. (10[1])This algorithm improves on minimax by cutting off a branch of the search tree when it is discovered to be suboptimal. (10[1])For 10 points, give this search algorithm commonly used in AIs for games like checkers or chess, named after two Greek letters. ■END■ (10[1])

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

Back to tossups

Buzzes

PlayerTeamOpponentBuzz PositionValue
Liam KusalikI Paused My Unique Game to Be HereComputer Science: Going Outside2315
Andrew HunterA TV Guide for NetheadsWhy does ACF have electrons do its work?6415
David BassJAX guide -league -of -legends -lol -mortal -kombatEventually Munches All Computer Storage9710
Nathan NeequayeCarnegie LemonsI thought this was a Counter-Strike themed tournament11810
Zac BennettThefoo14110