MiniMax Game Trees
The Minimax Game Tree is used for programming computers to play games in which there are two players taking turns to play moves. In the most basic sense, the minimax tree is just a tree of all possible moves. For instance, take a look at the following minimax tree of all the possible first two moves of Tic-Tac-Toe (the tree has been simplified by removing symmetrical positions).
Notice that unlike other trees like binary trees, 2-3 trees, and heap trees, a node in the minimax game tree can have any number of children, depending on the game situation.
The tree above has three levels, but in programming, the levels of a minimax tree are commonly referred to as plies. At each ply, the opportunity to play (the "turn") switches to the other player. The two different players are usually referred to as Max and Min (this convention will be explained shortly).
With a full minimax tree, the computer could look ahead for each move to determine the best possible move. Of course, as you can see in the example diagram, the tree can get very big with only a few moves, and to look even just five moves ahead can quickly overwhelm a simple computer. Thus, for large games like Chess and Go, computer programs are forced to estimate who is winning or losing by sampling just a small portion of the entire tree. Also, programmers have come up with algorithms such as Alpha-Beta pruning, Negascout, and MTD(f) to try to limit the number of nodes the computer must examine.
The minimax game tree, of course, cannot be used very well for games in which the computer cannot see the possible moves. In poker, for instance, the computer will have a very hard time judging what the opponent will do because the computer can't see the opponent's hand. So, minimax game trees can be used best for games in which both players can see the entire game situation. These kinds of games, such as checkers, Othello, chess, and go, are called games of perfect information.
The reason this data structure is named the minimax game tree is because of the logic behind the structure. Let us assign points to the outcome of a game of Tic-Tac-Toe. If X wins, the game situation is given the point value of 1. If O wins, the game has a point value of -1. Now, X will be trying to maximize the point value, while O will be trying to minimize the point value. So, one of the first researchers on the minimax tree decided to name player X as Max and player O as Min. Thus, the entire data structure came to be called the minimax game tree.
This minimax logic can also be extended to games like chess. In these more complicated games, however, the programs can only look at the part of the minimax tree; often, the programs can't even see the end of the game because it is so far down the tree. So, the computer only look at a certain number of nodes and then stops. Then the computer tries to estimate who is winning and losing in each node, and these estimates result in a numerical point value for that game position. If the computer is playing as Max, the computer will try to maximize the point value of the position, with a win (checkmate) being equal to the largest possible value (positive 1 million, let's say). If the computer is playing as Min, it will obviously try to minimize the point value, with a win being equal to the smallest possible value (negative 1 million, for instance).Part 2