Alpha Beta Pruning Notes
Alpha Beta Pruning Notes
Alpha-Beta pruning is not actually a new algorithm, rather an optimization technique for
minimax algorithm. It reduces the computation time by a huge factor. This allows us to
search much faster and even go into deeper levels in the game tree. It cuts off branches
in the game tree which need not be searched because there already exists a better
move available. It is called Alpha-Beta pruning because it passes 2 extra parameters in
the minimax function, namely alpha and beta.
Let’s define the parameters alpha and beta.
Alpha is the best value that the maximizer currently can guarantee at that level or
above.
Beta is the best value that the minimizer currently can guarantee at that level or above.
• The initial call starts from A. The value of alpha here is -INFINITY and the value of
beta is +INFINITY. These values are passed down to subsequent nodes in the
tree. At A the maximizer must choose max of B and C, so A calls B first
• At B it the minimizer must choose min of D and E and hence calls D first.
• At D, it looks at its left child which is a leaf node. This node returns a value of 3.
Now the value of alpha at D is max( -INF, 3) which is 3.
• To decide whether its worth looking at its right node or not, it checks the condition
beta<=alpha. This is false since beta = +INF and alpha = 3. So it continues the
search.
• D now looks at its right child which returns a value of 5.At D, alpha = max(3, 5)
which is 5. Now the value of node D is 5
• D returns a value of 5 to B. At B, beta = min( +INF, 5) which is 5. The minimizer is
now guaranteed a value of 5 or lesser. B now calls E to see if he can get a lower
value than 5.
• At E the values of alpha and beta is not -INF and +INF but instead -INF and 5
respectively, because the value of beta was changed at B and that is
what B passed down to E
• Now E looks at its left child which is 6. At E, alpha = max(-INF, 6) which is 6. Here
the condition becomes true. beta is 5 and alpha is 6. So beta<=alpha is true.
Hence it breaks and E returns 6 to B
• Note how it did not matter what the value of E‘s right child is. It could have been
+INF or -INF, it still wouldn’t matter, We never even had to look at it because the
minimizer was guaranteed a value of 5 or lesser. So as soon as the maximizer saw
the 6 he knew the minimizer would never come this way because he can get a 5
on the left side of B. This way we dint have to look at that 9 and hence saved
computation time.
• E returns a value of 6 to B. At B, beta = min( 5, 6) which is 5.The value of
node B is also 5
So far this is how our game tree looks. The 9 is crossed out because it was never
computed.