Alpha-Beta Pruning Alpha-beta pruning is a modified version of the minimax algorithm. It is an optimization technique for the minimax algorithm. As we have seen in the minimax search algorithm that the number of game states it has to examine are exponential in depth of the tree. Since we cannot eliminate the exponent, but we can cut it to half. Hence there is a technique by which without checking each node of the game tree we can compute the correct minimax decision, and this technique is called pruning. This involves two threshold parameter Alpha and beta for future expansion, so it is called alpha-beta pruning. It is also called as Alpha-Beta Algorithm. Alpha-beta pruning can be applied at any depth of a tree, and sometimes it not only prune the tree leaves but also entire sub-tree. The two-parameter can be defined as: Alpha: The best (highest-value) choice we have found so far at any point along the path of Maximizer. The initial value of alpha is -∞. Beta: The best (lowest-va...
Mini-Max Algorithm in Artificial Intelligence Mini-max algorithm is a recursive or backtracking algorithm which is used in decision-making and game theory. It provides an optimal move for the player assuming that opponent is also playing optimally. Mini-Max algorithm uses recursion to search through the game-tree. Min-Max algorithm is mostly used for game playing in AI. Such as Chess, Checkers, tic-tac-toe, go, and various tow-players game. This Algorithm computes the minimax decision for the current state. In this algorithm two players play the game, one is called MAX and other is called MIN. Both the players fight it as the opponent player gets the minimum benefit while they get the maximum benefit. Both Players of the game are opponent of each other, where MAX will select the maximized value and MIN will select the minimized value. The minimax algorithm performs a depth-first search algorithm for the exploration of the complete game tree. The minimax algorithm proceeds all the way d...
COCOMO Model Boehm proposed COCOMO (Constructive Cost Estimation Model) in 1981.COCOMO is one of the most generally used software estimation models in the world. COCOMO predicts the efforts and schedule of a software product based on the size of the software. The necessary steps in this model are: Get an initial estimate of the development effort from evaluation of thousands of delivered lines of source code (KDLOC). Determine a set of 15 multiplying factors from various attributes of the project. Calculate the effort estimate by multiplying the initial estimate with all the multiplying factors i.e., multiply the values in step1 and step2. The initial estimate (also called nominal estimate) is determined by an equation of the form used in the static single variable models, using KDLOC as the measure of the size. To determine the initial effort Ei in person-months the equation used is of the type is shown below Ei=a*(KDLOC)b The value of the constant a and b are depends ...
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