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

📅 2025-06-27
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Conventional stochastic game-tree models assume leaf-node values are independent and identically distributed, ignoring structural dependencies inherent in real games—leading to average-case complexity analyses that poorly reflect practical algorithmic behavior. Method: We propose the first progressive probabilistic game-tree model featuring ancestral dependence, where node values are governed by hierarchical conditional distributions that capture structural correlations across levels while preserving mathematical tractability and controllable problem hardness. Contribution/Results: Our theoretical analysis reveals that, on deep finite trees, algorithms such as Alpha-Beta pruning and Scout share the same asymptotic branching factor, yet Alpha-Beta exhibits a significantly larger constant factor—rendering it strictly slower in practice. This is the first rigorous demonstration of performance divergence among classical game-tree search algorithms on nontrivial instances. The model thus establishes a more realistic theoretical foundation for evaluating and comparing adversarial search algorithms.

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📝 Abstract
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.
Problem

Research questions and friction points this paper is trying to address.

Analyzes limitations of current deterministic game-solving algorithm models
Introduces new probabilistic model with ancestor dependency for realistic complexity
Compares algorithm performance on deep game-trees revealing practical differences
Innovation

Methods, ideas, or system contributions that make the work stand out.

New probabilistic model with ancestor dependency
Recursive formulas for average-case complexities
Adjustable difficulty while retaining tractability
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PhD candidate - INRIA
Deep LearningReinforcement LearningGame Theory
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Amine Boumaza
Université de Lorraine, CNRS, Inria, LORIA, F-54000 Nancy, France
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