Skip to main content

Chess Board: Performance of Alpha–Beta Pruning in Reducing Node Count of Minimax Tree

  • Conference paper
  • First Online:
Smart Trends in Computing and Communications (SMART 2023)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 645))

  • 342 Accesses

Abstract

As the processing power of modern-day computers is increasing at an exponential rate, computers are able to process data at increasingly high speeds. Computers are able to surpass the limits of even the human mind by combining speed with ingenious algorithms. One example of this is the game of Chess where computers have proven to be a worthy foe to even the smartest of people. This fact is not so surprising to most people because they see the potential of artificial intelligence and machine learning algorithms. However, machines have been defeating humans for quite some time now, and not high-tech supercomputers but regular personal computers. How are computers performing better than humans in the most complex game on this planet while all our lives we have learned that computers are ‘dumb machines’ which do exactly what a programmer says. Well, a programmer cannot code all 10^120 possible games of chess so computers have to rely on two things: math and computation power. The computer uses brute force to analyse all the outcomes of the game by creating a search tree. It evaluates the search tree to find the best possible moves that would enhance the chances of winning through the minimax algorithm. However, the search tree constructed is huge, and to analyse every node in the minimax algorithm is not feasible. This is where alpha–beta pruning comes to picture. It is a search algorithm that decreases the number of nodes to be evaluated by the minimax algorithm in its search tree. As alpha–beta pruning became more popular, there were extensions made to it to increase the potency of it even further. The two mentioned in the thesis are the Transposition Tables and History Heuristic. This paper explains in detail about how they function and how effective they are at achieving the expected results.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Schaeffer J (1989) The history heuristic and alpha-beta search enhancements in practice. IEEE Trans Pattern Anal Mach Intell 11(11):1203–1212. https://doi.org/10.1109/34.42858

  2. Schaeffer J, Plaat A (1999) New advances in alpha-beta searching. https://doi.org/10.1145/228329.228344.

  3. Elnaggar A, Gadallah M, Mostafa M, Eldeeb H (2014) A comparative study of game tree searching methods. Int J Adv Comput Sci Appl 5:68–77. https://doi.org/10.14569/IJACSA.2014.050510.

  4. Mandadi S, Vijayakumar S, Tejashwini B (2020) Implementation of sequential and parallel alpha-beta pruning algorithm. Int J Innov Eng Technol 7:98–104

    Google Scholar 

  5. Maharaj S, Polson N, Turk A (2022) Chess AI: competing paradigms for machine intelligence. Entropy 24:550. https://doi.org/10.3390/e24040550

  6. David E, Netanyahu N, Wolf L (2016) DeepChess: end-to-end deep neural network for automatic learning in chess. 88–96. https://doi.org/10.1007/978-3-319-44781-0_11.

  7. Shannon CE. Programming a computer for playing chess. vision.unipv.it/IA1/aa2009–2010/ProgrammingaComputerforPlayingChess.pdf.Print

    Google Scholar 

  8. Pijls W, de Bruin A. Game tree algorithms and solution trees. Semanticscholar.org.pdfs.semanticscholar.org/0a5d/a0e0ccd731a42fd38079477b2c949e8a23ca.pdf.Print

    Google Scholar 

  9. Chessprogramming. History heuristic. Leela Chess Zero - Chessprogramming Wiki. www.chessprogramming.org/History_Heuristic

  10. Northwestern. Game playing: alpha–beta pruning. Computer Science Division. Northwestern Engineering. www.cs.northwestern.edu/~agupta/_projects/ai_connect4/Connect4/Related/search.html

  11. Chessprogramming. CPW-engine. Leela Chess Zero - Chessprogramming Wiki. www.chessprogramming.org/CPW-Engine

  12. Chessprogramming. Alpha-Beta. Leela Chess Zero - Chessprogramming Wik. www.chessprogramming.org/Alpha-Beta

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Aashrit Garg .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Garg, A., Shrotriya, A. (2023). Chess Board: Performance of Alpha–Beta Pruning in Reducing Node Count of Minimax Tree. In: Senjyu, T., So–In, C., Joshi, A. (eds) Smart Trends in Computing and Communications. SMART 2023. Lecture Notes in Networks and Systems, vol 645. Springer, Singapore. https://doi.org/10.1007/978-981-99-0769-4_57

Download citation

Publish with us

Policies and ethics