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expectiminimax

Expectiminimax is a decision-making algorithm used in game-playing artificial intelligence to determine optimal moves in games that combine adversarial competition with random events. It extends the minimax framework by incorporating chance nodes to model stochastic elements such as dice rolls, shuffled decks, or other probabilistic outcomes.

In an expectiminimax game tree, there are three types of nodes: max nodes represent the choosing player's

The algorithm proceeds by recursively evaluating nodes down to terminal states or until a depth limit is

Expectiminimax is commonly applied to two-player zero-sum games that involve randomness, such as backgammon or other

Because of the triple-node structure, expectiminimax has exponential complexity in depth, and while alpha-beta pruning can

turn
and
seek
to
maximize
the
value;
min
nodes
represent
the
opponent's
turn
and
seek
to
minimize
the
value;
and
chance
nodes
represent
stochastic
events
with
a
known
probability
distribution
over
their
outcomes.
The
value
at
a
max
node
is
the
maximum
of
the
values
of
its
children,
the
value
at
a
min
node
is
the
minimum,
and
the
value
at
a
chance
node
is
the
expected
value,
computed
as
the
probability-weighted
average
of
its
children’s
values.
reached,
applying
these
update
rules
at
each
node
type
to
propagate
values
back
up
to
the
root,
where
the
best
move
is
selected
based
on
the
root’s
value.
dice-based
games,
where
uncertainty
arises
from
elements
outside
both
players’
control.
It
is
more
general
than
expectimax,
which
omits
adversarial
min
nodes
and
is
used
for
single-agent
planning
with
stochastic
outcomes.
be
adapted,
its
benefits
are
more
limited
compared
to
pure
minimax
due
to
the
presence
of
chance
nodes.