Q3 — Game Tree: Strategies, Alpha-Beta and SSS*

Three MIN branches under MAX — valid strategies A and C, best line D,E at 56, and six pruned leaves.

The Question

Squares = MAX, circles = MIN. Leaves A–K. Tie-breaker: deepest, then leftmost.

#QuestionOfficial answer
3.1Valid strategies (A: A,C · B: A,D,G · C: G,J,K · D: D,E,F)A and C
3.2Best strategy leavesD,E
3.3Alpha-Beta prunedC,F,H,I,J,K
3.4SSS* solvedA,D,E,G

The Topic in 60 Seconds

  • Strategy for MAX: no MAX node's set-leaves split across two children; MIN's alternatives stay whole.
  • Best strategy maximizes min(leaves) = root value.
  • α-β: cutoff when α ≥ β. SSS*: solves leaves line-by-line.

Deep-dive: Game Strategies, Alpha-Beta Pruning, SSS*.

Step 0 — Back up

  • X1=max⁡(68,30)=68X_1 = \max(68, 30) = 68; M1=min⁡(48,68)=48M_1 = \min(48, 68) = 48
  • X2=max⁡(78,22)=78X_2 = \max(78, 22) = 78; M2=min⁡(56,78)=56M_2 = \min(56, 78) = 56
  • Y3=min⁡(42,76)=42Y_3 = \min(42, 76) = 42; Z3=min⁡(88,98)=88Z_3 = \min(88, 98) = 88; X3=max⁡(42,88)=88X_3 = \max(42, 88) = 88; M3=min⁡(20,88)=20M_3 = \min(20, 88) = 20
  • Root=max⁡(48,56,20)=56\text{Root} = \max(48, 56, 20) = \mathbf{56} via M2M_2

3.1 — Valid strategies → A (A,C) and C (G,J,K)

A strategy must commit to ONE child at every MAX node; MIN nodes contribute all their children.

OptionCheckVerdict
A: A,CRoot→M1M_1 ✓; M1M_1 (MIN) keeps both children: A and X1X_1; X1X_1 (MAX) commits to C only ✓Valid
B: A,D,GRoot (MAX) would need M1M_1, M2M_2 and M3M_3 — split!Invalid
C: G,J,KRoot→M3M_3 ✓; M3M_3 keeps G, X3X_3; X3X_3 commits to Z3Z_3 (dropping Y3Y_3: no H, I); Z3Z_3 keeps J, K ✓Valid
D: D,E,FRoot→M2M_2 ✓; M2M_2 keeps D, X2X_2; but E and F are the two children of MAX node X2X_2 — it can't take both. Split!Invalid

Note the trap in option D: unlike the FN-24t1 tree, here E and F hang directly off a MAX node, so {D,E,F} is impossible while {D,E} would have been fine.

3.2 — Best strategy → D,E

Root → M2M_2 (56). M2M_2 keeps D and X2X_2; X2X_2 picks E (78 beats 22). Leaves {D, E}, guarantee min(56, 78) = 56 = game value ✓

3.3 — Alpha-Beta prunes → C,F,H,I,J,K

NodeWindowHappening
M1M_1 (MIN)(−∞,∞)(-\infty, \infty)A = 48 → β = 48
X1X_1 (MAX)(−∞,48)(-\infty, 48)B = 68 ≥ 48 → β-cutoff — C pruned!
Rootα = 48
M2M_2 (MIN)(48,∞)(48, \infty)D = 56 → β = 56
X2X_2 (MAX)(48,56)(48, 56)E = 78 ≥ 56 → β-cutoff — F pruned!
Rootα = 56
M3M_3 (MIN)(56,∞)(56, \infty)G = 20 ≤ 56 → α-cutoff — X3X_3 (H, I, J, K) pruned!

Pruned: C, F, H, I, J, K ✓ — only A, B, D, E, G inspected.

1 / 5
M1 (MIN): A = 48 -> beta = 48.
MAX (square)MIN (circle)inspected / value pathpruned

3.4 — SSS* solves → A,D,E,G

  1. A solved (48) → M1≤48M_1 \le 48; X1X_1 live merit 48: B solved (68 ≥ 48) → X1X_1 proven → C never expanded. M1M_1 solved 48.
  2. M2M_2 line (∞): D solved (56) → X2X_2 live merit 56: E solved (78 ≥ 56) → X2X_2 proven → F never expanded. M2M_2 solved 56.
  3. M3M_3 line (merit 56): G solved (20 ≤ 56) → M3=20M_3 = 20; X3X_3 (H, I, J, K) never needed.
  4. Root = 56. Solved: A, D, E, G ✓ (the paper also accepted A,D,G,E — same set, different order.)

Tricks & Tips

Answers: 3.1 A, C · 3.2 D,E · 3.3 C,F,H,I,J,K · 3.4 A,D,E,G