Alpha-Beta Pruning for Games with Simultaneous Moves

Authors

  • Abdallah Saffidine Université Paris-Dauphine
  • Hilmar Finnsson Reykjavík University
  • Michael Buro University of Alberta

DOI:

https://doi.org/10.1609/aaai.v26i1.8148

Keywords:

Search in Games, Game Theory, Alpha-Beta, Pruning, Nash equilibrium

Abstract

Alpha-Beta pruning is one of the most powerful and fundamental MiniMax search improvements. It was designed for sequential two-player zero-sum perfect information games. In this paper we introduce an Alpha-Beta-like sound pruning method for the more general class of “stacked matrix games” that allow for simultaneous moves by both players. This is accomplished by maintaining upper and lower bounds for achievable payoffs in states with simultaneous actions and dominated action pruning based on the feasibility of certain linear programs. Empirical data shows considerable savings in terms of expanded nodes compared to naive depth-first move computation without pruning.

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Published

2021-09-20

How to Cite

Saffidine, A., Finnsson, H., & Buro, M. (2021). Alpha-Beta Pruning for Games with Simultaneous Moves. Proceedings of the AAAI Conference on Artificial Intelligence, 26(1), 556-562. https://doi.org/10.1609/aaai.v26i1.8148

Issue

Section

Constraints, Satisfiability, and Search