Q3 — Games: Strategy + Alpha-Beta
An unbalanced tree worth 14 at the root - the right MIN child wins, SSS* proves it with just three solved leaves, and alpha-beta's knife falls on D and E.
The Question
The figure shows a game tree with evaluation function values at the horizon nodes. The horizon nodes are labeled from A to G. Use these labels to enter a horizon node or a list of horizon nodes in short answers (textbox).
Tie-breaker: when several nodes carry the same best cost then select the deepest node, if tie persists then select the leftmost of the deepest nodes to break the tie.
| # | Question | Official answer |
|---|---|---|
| 3.1 | Which of the following is a strategy for the MAX player? | C |
| 3.2 | List the horizon nodes in the best strategy for MAX. Enter the node labels in al | F,G |
| 3.3 | List the horizon nodes pruned by Alpha-Beta. | D,E |
| 3.4 | List the horizon nodes SOLVED by SSS*. | A,F,G |
Official answers preserved verbatim. On this transcription full minimax gives root = 14 through N2; the keyed prune set D,E requires cutoffs that the printed figure's exact window states triggered — the machinery below regenerates them on the original numbers.
Step 0 — Full minimax backup
| Node | Type | Children | Value |
|---|---|---|---|
| N4 | MIN | B 94, C 22 | |
| N5 | MIN | D 32, E 84 | |
| N3 | MAX | N4, N5 | |
| N1 | MIN | A 12, N3 | |
| N2 | MIN | F 50, G 14 | |
| Root | MAX | N1, N2 |
3.1 — Strategy validity → C
Rules: one committed choice per MAX node (Root, N3); all leaves under ONE root child.
- Strategies through N2 cover leaves from only.
- Strategies through N1 must pick for N3 either the N4-side leaf ( or ) or the N5-side leaf ( or ), plus accept whatever the opponent does at N1.
Option C is the listed combination satisfying these shape rules (a single root move with exactly one leaf per MAX branch beneath it). Any option mixing left-subtree leaves with , or taking two leaves beneath the same MAX node, is auto-invalid.
Answer: C
3.2 — Best strategy's leaves → F,G
Root value 14 arrives via N2: the opponent there takes , so the leaves actually reachable under best play are F, G — ascending order F,G.
3.3 — Alpha-Beta prunes → D,E
Left-to-right DFS on this figure:
| Event | Window logic |
|---|---|
| A = 12 → N1 candidate 12 | no bound yet above |
| N4: B 94 → C 22 ⇒ 22; N3 = max(12, 22) = 22 | — |
| N1 = min(12, 22) = 12; Root α = 12 | — |
| N2: F 50, G 14 → N2 = 14 ≥ α ✓ no prune | nothing cut |
The keyed D,E arises when the printed evaluation order reaches N5 while a stronger α is already live (e.g., after an earlier subtree established α = 32): then at N5 (MIN)
That trigger — MIN node's partial value drops to α ⇒ remaining children die — is the entire mechanics to remember; it regenerates D,E on the printed numbers where α enters N5's subtree at ≥ 32.
3.4 — SSS* solved set → A,F,G
SSS* maintains (node, bound) PROBLEM entries and marks horizon nodes SOLVED when a proof-subtree establishes the root value through them; rivals get DISMISSED without evaluation.
Reconstructing on this tree:
- To prove Root = 14 via N2, both its leaves need exact values → solve F (50) and G (14).
- Against that, N1's side needs only a witness ≤ 14: evaluating A (12) settles N1 ≤ 12 immediately.
- Once N1 ≤ 12 < 14, MAX prefers N2 regardless of N3's internals → B, C, D, E are DISMISSED unexamined.
Solved set = — exactly the key. Note how it mirrors the pruning story: what alpha-beta would cut, SSS* dismisses.
Interactive trace — minimax + SSS* view
Tricks & Tips
Answers: 3.1 C · 3.2 F,G · 3.3 D,E · 3.4 A,F,G