Quick handwritten-style revision notes for later.
Covers the material after Beam Search: Multi-Agent Search → Minimax → Alpha-Beta → Depth-Limited Search → Game Heuristics → Expectimax → Logical Reasoning → Propositional Logic → Modus Ponens → Forward Inference → Soundness & Completeness.
1. Multi-Agent Search
Main idea
Before this, search was mostly:
I choose an action → I move → I keep searching
Now another agent also makes decisions:
ME → OPPONENT → ME → OPPONENT → ...
So I cannot just choose the best-looking final state. I have to think about what the other agent will do too.
Game types to remember
- Deterministic → no randomness
- Stochastic → randomness exists
- Perfect information → everyone sees the whole state
- Partial information → some information is hidden
- Zero-sum → one player’s gain is the other’s loss
For basic Minimax, we mostly think about:
2 players + deterministic + perfect information + zero-sum
2. Minimax
Core idea
Two players:
- MAX wants the score as large as possible
- MIN wants the score as small as possible
Golden rule
MAX node → take MAXIMUM child
MIN node → take MINIMUM child
Always solve bottom → up.
Example
MAX
/ \
MIN MIN
/ \ / \
3 5 2 9
Left MIN:
min(3,5) = 3
Right MIN:
min(2,9) = 2
Root MAX:
max(3,2) = 3
So final value = 3.
My memory trick
MAX = me trying to get the biggest number
MIN = opponent trying to give me the smallest number
3. Why Minimax Is Expensive
If:
b = branching factor
m = depth
then the search can grow like:
1
b
b²
b³
...
b^m
Time is roughly:
O(b^m)
That gets huge very fast.
So we need Alpha-Beta Pruning.
4. Alpha-Beta Pruning
Main idea
Do Minimax, but stop exploring branches that cannot change the final decision.
Important:
Alpha-Beta gives the same root Minimax result. It just avoids useless work.
Alpha and Beta
α (alpha) = MAX's best value so far
β (beta) = MIN's best value so far
Prune condition
α ≥ β → PRUNE
Simple visual
MAX
/ \
MIN MIN
/ \ / \
3 5 2 X
Left MIN gives:
min(3,5)=3
So MAX already has:
α = 3
Right MIN sees first child = 2.
MIN can only stay at 2 or become even smaller.
MAX already has 3, so MAX will never choose that right branch.
X = useless → prune it
Very important
Good child ordering → more pruning
Bad child ordering → less pruning
Alpha-Beta does not always guarantee lots of pruning.
5. Depth-Limited Search
Even Alpha-Beta may still be too expensive for games such as chess.
So instead of searching until the game ends:
current state
↓
search
↓
search
↓
CUT OFF at depth d
At the cutoff:
if terminal → use actual utility
if not terminal → use heuristic estimate
So the idea is:
“I can’t see all the way to the end, so I estimate how good this position is.”
6. Game Heuristics / Evaluation Function
A game heuristic estimates how good a game position is.
Example idea:
score =
+ piece advantage
+ board control
+ safety
+ mobility
...
Often it can be a weighted sum:
score = w1(feature1) + w2(feature2) + ...
Do NOT confuse with A* heuristic
A* heuristic
h(n) = estimated remaining path cost
Game heuristic
estimated quality/value of the game state
Also:
- game heuristic does not need to be admissible
- game heuristic does not need to be non-negative
7. Expectimax
Why do we need it?
Minimax assumes the opponent is perfectly adversarial:
MIN always chooses the worst thing for me
But sometimes the world is random:
- dice
- random ghost behavior
- imperfect human player
- action failure
Then we use Expectimax.
Minimax vs Expectimax
MINIMAX
MAX → maximum
MIN → minimum
EXPECTIMAX
MAX → maximum
CHANCE → expected value
Memory trick
Minimax = worst case
Expectimax = average / expected case
8. Chance Nodes + Expected Value
At a chance node:
Expected Value = Σ(probability × value)
Example from lecture
8 with p = 1/2
24 with p = 1/3
-12 with p = 1/6
Then:
EV = (1/2)(8) + (1/3)(24) + (1/6)(-12)
= 4 + 8 - 2
= 10
So chance-node value = 10.
Important mistake to avoid
If probabilities are not equal, do not take a simple average.
Example:
90% → 2
10% → 20
Wrong:
(2+20)/2 = 11
Correct:
0.9(2) + 0.1(20) = 3.8
9. Expectiminimax
Sometimes we have all three:
MAX
MIN
CHANCE
Example structure:
MAX
↓
CHANCE
↓
MIN
↓
CHANCE
Rule:
MAX → max
MIN → min
CHANCE → expected value
This is useful in games with both strategic players and randomness.
10. Alpha-Beta with Expectimax?
For the version taught in class:
ordinary Alpha-Beta pruning → NOT used for chance nodes
Why?
Because unseen outcomes can still change the expected value.
Chance
/ \
2 ?
The ? could be huge, so we cannot safely ignore it using ordinary Minimax pruning logic.
11. New Topic: Logical Reasoning
Now the course changes from:
states + actions + costs
to:
facts + formulas + inference rules
Think:
Search model → "What action should I take?"
Logic model → "What can I conclude from what I know?"
12. Knowledge Base (KB)
A knowledge base is a collection of statements/formulas assumed to be true.
Example:
Rain
Rain → Wet
Wet → Slippery
From these, we can derive new facts.
13. Proposition
A proposition is a declarative sentence that can be True or False.
Examples:
"It is raining." ✓ proposition
"2 + 2 = 4." ✓ proposition
Not propositions:
"Is it raining?" ✗ question
"Close the door!" ✗ command
"Hello!" ✗ greeting
We usually represent propositions using symbols:
A, B, C, Rain, Wet, Hungry
14. Propositional Logic Connectives
¬A = NOT A
A ∧ B = A AND B
A ∨ B = A OR B
A → B = A implies B
A ↔ B = A if and only if B
Quick memory:
¬ not
∧ and
∨ or
→ if...then
↔ both directions / iff
15. Syntax
Syntax asks:
Is the formula written in a valid form?
Valid examples:
¬A
(¬B → C) ∨ A
Invalid examples:
A ∨ → ∨ B
A + B
A¬B
Memory
Syntax = FORM / STRUCTURE
It does not yet ask whether the formula is true.
16. Implication Reminder
This one is easy to forget:
P → Q
Truth table:
| P | Q | P → Q |
|---|---|---|
| F | F | T |
| F | T | T |
| T | F | F |
| T | T | T |
Only one false case:
TRUE → FALSE = FALSE
Memory trick:
The promise is broken only when P happens but Q does not.
17. Modus Ponens
Very important inference rule:
P
P → Q
------
Q
Example:
Rain
Rain → Wet
-----------
Wet
It works by matching the form of formulas.
18. Forward Inference
Idea:
Keep applying inference rules until nothing new can be added.
Example KB:
Rain
Rain → Wet
Wet → Slippery
Step 1:
Rain + Rain→Wet
→ Wet
Now KB includes Wet.
Step 2:
Wet + Wet→Slippery
→ Slippery
Final facts include:
Rain
Wet
Slippery
Then no more rules fire → converged.
My memory
known fact
+
matching rule
↓
new fact
↓
repeat
19. Soundness and Completeness
Soundness
Nothing but the truth.
If the inference system derives something, it should actually follow from the KB.
No wrong conclusions.
Completeness
The whole truth.
If something really follows from the KB, the inference system should be able to derive it.
No true conclusions missing.
Easy memory
SOUND = no garbage
COMPLETE = nothing missing
20. Modus Ponens: Sound or Complete?
From the lecture:
Modus Ponens is sound ✓
Modus Ponens alone is not complete ✗
Meaning:
- whatever MP derives is safe / truth-preserving
- but MP alone cannot derive every possible entailed statement
21. Big Picture : Everything After Beam Search
BEAM SEARCH
↓
MULTI-AGENT SEARCH
↓
MINIMAX
MAX=max, MIN=min
↓
ALPHA-BETA
same answer, less work
↓
DEPTH-LIMITED SEARCH
stop early
↓
GAME HEURISTIC
evaluate cutoff state
↓
EXPECTIMAX
MAX=max, CHANCE=ΣpV
↓
EXPECTIMINIMAX
MAX + MIN + CHANCE
↓
LOGICAL REASONING
facts + formulas + rules
↓
PROPOSITIONAL LOGIC
¬ ∧ ∨ → ↔
↓
MODUS PONENS
P, P→Q ⇒ Q
↓
FORWARD INFERENCE
keep deriving
↓
SOUNDNESS / COMPLETENESS
22. Super-Short Revision Box
MINIMAX
MAX → max
MIN → min
ALPHA-BETA
α = MAX best so far
β = MIN best so far
α ≥ β → prune
same root result as Minimax
DEPTH LIMIT
cut off search → use game heuristic
GAME HEURISTIC
estimate state quality
not required to be admissible
EXPECTIMAX
MAX → max
Chance → Σ p(value)
EXPECTIMINIMAX
MAX + MIN + Chance
PROPOSITION
True/False declarative sentence
CONNECTIVES
¬ not
∧ and
∨ or
→ implies
↔ iff
IMPLICATION
only T→F is false
MODUS PONENS
P
P→Q
∴Q
FORWARD INFERENCE
keep applying rules until no new facts
SOUND
no false conclusions
COMPLETE
no valid conclusions missed
MODUS PONENS
sound ✓
complete alone ✗
Source note
These notes are based on the course lecture material from Day 4: Multi-Agent Search and Day 5: Expectimax + Logical Reasoning, continuing from the point after Beam Search in the earlier Day 3 notes.
