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Expectimax

Expectimax is a decision-making algorithm used for sequential problems that involve randomness in the environment. It is a variant of minimax designed to handle stochastic outcomes by replacing adversarial choices with expected values.

In an expectimax search tree, there are two kinds of nodes. Max nodes represent the decision points

Expectimax is especially applicable to games and problems with uncertainty but no competitive adversary, or where

Computationally, expectimax shares the exponential complexity of classical search algorithms and often requires pruning or heuristics

of
the
agent,
where
the
agent
selects
the
action
that
maximizes
expected
value.
Chance
nodes
represent
random
events
with
a
known
probability
distribution
over
outcomes,
such
as
dice
rolls
or
shuffled
cards.
The
value
of
a
chance
node
is
the
probability-weighted
average
(expectation)
of
its
children.
Leaf
nodes
are
evaluated
with
a
heuristic
utility
function,
and
the
search
is
typically
depth-limited
because
of
the
exponential
growth
of
the
tree.
the
environment’s
randomness
dominates
the
decision-making.
Examples
include
certain
dice
games,
probabilistic
planning
tasks,
and
other
stochastic
environments
where
the
objective
is
to
maximize
expected
utility
rather
than
guarantee
a
worst-case
outcome.
In
two-player
stochastic
games
that
include
an
adversary,
the
related
expectiminimax
framework
extends
expectimax
by
incorporating
min
nodes
to
model
the
opponent’s
optimal
moves
alongside
chance
nodes
for
randomness.
to
be
tractable
at
practical
depths.
Because
chance
nodes
disrupt
straightforward
minimax
pruning,
specialized
strategies
are
used
to
manage
search
efficiency.
Overall,
expectimax
provides
a
principled
way
to
plan
under
uncertainty
by
valuing
actions
according
to
their
expected
consequences.