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A tool to help students better understand Minimax, as well as alpha-beta pruning.

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Minimax, and in particular alpha-beta pruning, can be very confusing topics for students.

This page serves as a tool to help students visualize, and better understand these algorithms.

How To Use

  • To start, create a tree. You can click on the nodes and use the resulting menu to change their values, or add/remove children.
    • Alternatively, go to View Example and select one of the options to load a sample tree.
  • If you would like to save a tree for future use, go to Options and select Copy Tree. A text encoding of your tree will be automatically copied to your clipboard (all leaves must be assigned values first).
    • To load a saved tree, go to Load Tree and paste the encoding once prompted.
  • Once all leaf nodes have been assigned values, select Run to view either Minimax or Alpha-Beta Pruning.
    • You can control the speed and press Pause/Play to stop or resume the animation.
    • Alternatively, use the two inner buttons, or the left/right arrow keys, to move forwards or backwards step by step.
    • Use the two outer buttons to jump to the start or end.
  • Once you're finished animating, go to Edit.
    • Select Clear Parents if you wish to edit the tree. This will clear any changes made by the animation, and display the tree in its original form.
    • Otherwise, select Reset to return to the default editing interface.

Features

Animations

  • Nodes:
    • See the key in the top-right corner to learn the symbolic representations for nodes.
    • A node outlined in black indicates that it has not been searched.
    • A node highlighted in red indicates that it is being searched / updated.
    • A node outlined in red indicates that it is being evaluated, and awaits an update from one of its subtrees.
    • A node outlined in blue indicates that it has already been searched, and it will contain its assigned value.
  • Edges:
    • A black edge indicates that it has not been traversed.
    • A red edge indicates that it has been traversed down, but not up.
    • A blue edge indicates that it has been traversed both ways.
  • Alpha-Beta Pruning:
    • When an edge is traversed, it is labeled with the (α, β)-interval it is originally passed.
    • An interval highlighted in blue indicates that it is being compared to a value.
    • When a node recieves an update, its action is indicated by the highlighted cell of the table in the top-left corner.
    • Once a node has pruned, its value is preceeded by "≥" if it's a Maxie node, and "≤" if it's a Minnie node. This indicates a bound on the node's value, were a full minimax search to be performed.
    • A node with gray font or a light interior indicates that it has been discarded as a result of pruning.
    • A gray edge indicates that it has been discarded as a result of pruning.
    • A severed gray edge indicates that its lower node has been pruned, and the corresponding subtree discarded.

Text Representations of Trees

The string representations for trees are unique, and can be defined recursively as follows (here, a tree is regarded as its root node):

  • A leaf node with value v is represented by "(v)".
  • A node whose children (from left to right) have strings S1, S2, ..., Sn is represented by "(S1 S2 ... Sn)".

For CMU 15-150 Principles of Functional Programming

Explicit Game Trees

The explicit game tree datatype is defined as follows:

datatype gameTree
      = Outcome of string * Player.t
      | Esti of string * int
      | Node of string * gameTree list

Copy SML:

  • The Copy SML button under Options copies to your clipboard the current tree, represented as a gameTree in SML text. (Note: The trees you create with this page do not make use of the Outcome constructor.)

Load SML

  • The Load SML button under Options enables you to load a tree from SML text, allowing for easier sharing of test cases. (Note: The cases testSmall and testBig are examples 4 and 5, respectively).

Use For Testing: If you want to run your AlphaBeta.fun implementation on a tree, do the following:

  1. Select Copy SML to copy the tree to your clipboard.
  2. Enter
 > ./ smlnj -m sources.cm 
into the REPL.
  1. Type
  - structure Custom = CustomABTest(val tree = (*paste tree here*));
  1. The structure Custom can be used to test your tree as follows:
  - Custom.testCustom ();

Alternatively, if you would like to avoid copying the same test cases repeatedly, you can follow these instructions:

  1. Go to ABTests.sml. Navigate to the definition of structure ABTests. Copy and paste the following, and fill in the information where indicated (here, name can be anything you would like to name the test case so long as it is a valid identifier):
  local
    structure Test*name* = AlphaBeta (
      struct
        structure Est = ExplicitEst
        val search_depth = (*height of your tree*)
      end
    )
    val tree*name* = (*your tree here*)
  in
    val test*name* = fn () => Test*name*.next_move (tree*name*,Player.Maxie,0)
  end

Here we define a leaf to have height 0, and the height of a tree is 1 more than the maximum height of its children.

  1. Go to the page, copy the SML text to your clipboard, and paste it where it says (*your tree here*).

  2. In the signature for ABTests, add the following line:

val test*name* : unit -> ExplicitGame.Move.t

These can be used for testing as follows:

> ./ smlnj -m sources.cm
- ABTests.test*name* ();
  • To load a saved tree from SML text, go to Load SML and paste the SML text once prompted.

If you have any questions or think there's a bug, feel free to email me at [email protected].

Built with HTML, CSS, JavaScript.

GitHub Pages Link: https://sarose550.github.io/Minimax-Visualizer/

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A tool to help students better understand Minimax, as well as alpha-beta pruning.

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