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Artificial Intelligence and Soft Computing: Behavioral ... - Arteimi.info

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MIN move<br />

MAX move<br />

MIN<br />

move<br />

MAX move<br />

MIN move<br />

MAX move<br />

Symbol: Minimizer’s move , Maximizer’s move<br />

Fig. 4.12 (a): State Space for the NIM game.<br />

7<br />

6+1 5+2 4+3<br />

5+1+1 4+2+1 3+2+2 3+3+1<br />

4+1+1+1<br />

3+2+1+1 2+2+2+1<br />

3+1+1+1+1 2+2+1+1+1<br />

2+1+1+1+1+1<br />

In the MINIMAX algorithm, to be presented shortly, the following<br />

conventions will be used. The MAXIMIZER’s success is denoted by +1,<br />

while the MINIMIZER’s success by -1 <strong>and</strong> a draw by a 0. These values are<br />

attached with the moves of the players. A question then naturally arises: how<br />

do the players automatically learn about their success or failure until the game<br />

is over? This is realized in the MINIMAX algorithm by the following<br />

principle: Assign a number from {+1, 0, -1} at the leaves depending on<br />

whether it is a success for the MAXIMIZER, MINIMIZER or a draw<br />

respectively. Now, propagate the values up by checking whether it is a<br />

MAXIMIZER’s or MINIMIZER’s move. If it is the MAXIMIZER’s move then<br />

its value wiil be the maximum value possessed by its offsprings. In case it is<br />

a MINIMIZER’s move then its value will presume the minimum of the values<br />

possessed by its offsprings.

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