AIJun 27, 2025

AlphaBeta is not as good as you think: a new probabilistic model to better analyze deterministic game-solving algorithms

arXiv:2506.21996v1h-index: 2
Originality Incremental advance
AI Analysis

This provides a more realistic analytical framework for game-solving algorithms, though it is incremental in advancing theoretical understanding rather than introducing new algorithms.

The paper tackles the problem that conventional probabilistic models for analyzing deterministic game-solving algorithms rely on unrealistic independence assumptions, producing trivial instances. By introducing a new model with ancestor dependency to better capture real-world game complexity, they show that AlphaBeta incurs a significantly larger constant multiplicative factor than algorithms like Scout, leading to substantial practical slowdowns in deep finite trees.

Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model's design-its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a new probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependency, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to those of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a more realistic, challenging, and yet tractable model.

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