Q4 — Games: Strategy + Alpha-Beta
Backups give root 53 via B,D; alpha-beta prunes G,H,K,L; one leaf change (E=98) forces the MinMax value to 98.
The Question
The figure shows a 3-ply game tree with evaluation function values defined at horizon. The nodes in the horizon are labeled from A to L. Use these labels when asked to enter a horizon node or a list of horizon nodes.
Tie-breaker: when several nodes qualify then select the left most node, if tie persists then select the deepest node among the left most nodes.
| # | Question | Official answer |
|---|---|---|
| 4.1 | Which of the following is a strategy for MAX? | C |
| 4.2 | List the horizon nodes in the best strategy for MAX (ascending) | B,D |
| 4.3 | List all the horizon nodes pruned by Alpha-Beta | G,H,K,L |
| 4.4 | Force the MinMax value to 98 by changing the eval of only one horizon node | E,98 |
The Topic in 60 Seconds
- Backup: MAX squares take max of children; MIN circles take min.
- Strategy for MAX: one committed move at every MAX node — here root picks ONE MIN subtree and each surviving MAX square picks ONE leaf (2 leaves total).
- Alpha-beta: a finished child that already fails the window kills the rest of the branch.
- Force MinMax: find which top-level subtree must move, then push its blocking MAX value.
Deep-dive: Game Strategies, Force MinMax Value, Alpha-Beta Pruning.
Step 0 — Back up every leaf
| MAX square | Computation | Value |
|---|---|---|
| 69 | ||
| 53 | ||
| 27 | ||
| 98 | ||
| 37 | ||
| 68 |
| MIN circle | Computation | Value |
|---|---|---|
| 53 | ||
| 27 | ||
| 37 |
Root via .
4.1 — Strategy for MAX → C
A legal strategy commits the root to exactly one MIN child, and then names exactly one leaf under each MAX grandchild beneath it — two leaves overall. Options shaped like "two leaves from different subtrees of one MIN" fit; options mixing leaves from two different MIN subtrees (impossible for one root move) or listing four-plus leaves do not. The option with this shape is C ✓
4.2 — Best strategy leaves → B,D
The guarantee is maximized through (53). Its MAX squares pick their best leaves: B (), D (). Guarantee game value ✓
4.3 — Alpha-beta prunes → G,H,K,L
Left-to-right traversal:
| Node | Window | What happens |
|---|---|---|
| (MIN) | : A=18, B=69 → returns 69. Then : C=30, D=53 → returns 53. , root α = 53 | |
| (MIN) | : E=15, F=27 → returns 27 ≤ 53 → α-cutoff: never opened → G, H pruned | |
| (MIN) | : I=19, J=37 → returns 37 ≤ 53 → α-cutoff: never opened → K, L pruned |
Pruned horizon nodes: G, H, K, L ✓ (no pruning inside — both its squares complete because no bound is active before the first subtree finishes.)
4.4 — Force MinMax to 98 → E, 98
Root . To reach 98, some subtree must rise to 98 while the others stay ≤ 98.
- Raising or to 98 needs both of their MAX squares ≥ 98 — impossible with one leaf change ( structure caps them).
- : already; so requires only → set E = 98 (F works identically; E is leftmost per the tie-breaker).
Check: Root ✓
98 is also the largest usable value (the biggest eval on the tree) — any target above it would be unreachable at all.
Watch the whole tree resolve
Tricks & Tips
Answers: 4.1 C · 4.2 B,D · 4.3 G,H,K,L · 4.4 E,98