INSTITUTE OF ENGINEERING AND TECHNOLOGY
Topic: Mini-Max Algorithm in AI
Subject: Artificial Intelligence
Presented To: Presented By:
Dr. Avadhesh Dixit Mehul Prajapati(22122)
Assistant Professor (CSE) Mohd.Hashir(22123)
CSE(3rd year)
Table of content
1. Introduction to Mini-Max Algorithm
2. Game Players – Max and Min
3. How Mini-Max Algorithm Works
4. Mini-Max Pseudocode
5. Working Example of Mini-Max
Algorithm
6. Properties of Mini-Max Algorithm
7. Limitations of Mini-Max Algorithm
8. Conclusion
Introduction to Mini-Max Algorithm
● Mini-Max is a recursive or backtracking
algorithm used in decision-making and game
theory.
● Provides the optimal move for a player, assuming
the opponent also plays optimally.
● Commonly applied in AI for two-player games like
Chess, Tic-Tac-Toe, and Checkers.
Game Players – Max and Min
● The game involves two players:
MAX: Aims to maximize their score.
MIN: Aims to minimize the opponent's score.
● Each player tries to maximize their own benefit
while minimizing the opponent’s benefit.
How Mini-Max Algorithm Works
● The algorithm explores the entire game
tree using recursion.
● MAX tries to find the highest score at its
turn.
● MIN tries to find the lowest score at its
turn.
● The algorithm continues until it reaches a
terminal node (end of game).
Mini-Max Pseudocode
★ function minimax(node, depth,
maximizingPlayer)
★ if depth == 0 or node is a terminal
node
★ return evaluation of node
● If maximizingPlayer, calculate the maximum
value for all children.
● If minimizingPlayer, calculate the minimum
value for all children
Working Example of Mini-Max Algorithm
● Example of a game tree with terminal node
values.
● Maximizer will attempt to get the highest
possible score.
● Minimizer will attempt to reduce this score.
● At each turn, players select moves to
maximize or minimize the score, respectively.
Mini-Max Algorithm Properties
● Complete: Guarantees a solution in a finite search tree.
● Optimal: Optimal if both players play optimally.
● Time Complexity: O(bm)O(b^m)O(bm), where b =
branching factor, m = depth of the game tree.
● Space Complexity: Same as DFS, O(bm)O(b^m)O(bm).
Limitations of Mini-Max Algorithm
● Slow for complex games like Chess and Go due
to large branching factors.
● Requires a large amount of computation as the
tree depth increases.
● Solution: Alpha-Beta Pruning helps to reduce
unnecessary calculations by cutting off
unneeded branches.
Conclusion
● Mini-Max is a powerful algorithm for
decision-making in two-player games.
● Despite its efficiency, it struggles with complex
games due to computational demands.
● Optimization with Alpha-Beta Pruning enhances its
performance.