Skip to main content Accessibility help
×
Hostname: page-component-5b777bbd6c-f9nfp Total loading time: 0 Render date: 2025-06-19T06:16:42.907Z Has data issue: false hasContentIssue false

Alpha-Beta Pruning Under Partial Orders

Published online by Cambridge University Press:  29 May 2025

Richard Nowakowski
Affiliation:
Dalhousie University, Nova Scotia
Get access

Summary

ABSTRACT. Alpha-beta pruning is the algorithm of choice for searching game trees with position values taken from a totally ordered set, such as the set of real numbers. We generalize to game trees with position values taken from a partially ordered set, and prove necessary and sufficient conditions for alpha-beta pruning to be valid. Specifically, we show that shallow pruning is possible if and only if the value set is a lattice, and full alphabeta pruning is possible if and only if the value set is a distributive lattice. We show that the resulting technique leads to substantial improvements in the speed of algorithms dealing with card play in contract bridge.

1. Introduction

Alpha-beta (α-β) pruning is widely used to reduce the amount of search needed to analyze game trees. However, almost all discussion of α-β in the literature is restricted to game trees with real or integer valued positions. It may be useful to consider game trees with other valuation schema, such as vectors, sets, or constraints. In this paper, we attempt to find the most general conditions on a value set under which α-β may be used.

The intuition underlying α-β is that it is possible to eliminate from consideration portions of the game tree that can be shown not to be on the “main line.” Thus if one player P has a move leading to a position of value v, any alternative or future move that would let the opponent produce a value v’ worse for P than v need not be considered, since P can (and should) always make choices in a way that avoid the value v’.

The assumption in the literature has been that terms such as “better” and “worse” refer to comparisons made using a total order; there has been almost no consideration of games where payoffs may be incomparable. As an example, imagine a game involving a card selected at random from a standard 52-card deck. If I make move m1, I will win the game if the card is an ace.

Type
Chapter
Information
Publisher: Cambridge University Press
Print publication year: 2002

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Book purchase

Temporarily unavailable

Save book to Kindle

To save this book to your Kindle, first ensure no-reply@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×