Hi,
I have to create a tree for Minimax algorithm upto depth d.
I am not getting how to create.Could anyone please suggest me a method?
Thanks.
Hi,
I have to create a tree for Minimax algorithm upto depth d.
I am not getting how to create.Could anyone please suggest me a method?
Thanks.
As asked for a way to build a tree for Minimax to depth d, the standard pattern is recursive expansion of legal moves until either the depth limit or a terminal state, evaluate leaf nodes, and propagate values upward. 's "start typing" is a blunt nudge; pointed to external reading. A practical rule: generate children on demand during recursion instead of pre-building the whole tree unless an explicit tree structure is required for debugging or visualization.
Core recursion pattern (Board and Move are game-specific):
// evaluate() and legalMoves() are provided by the game state
int minimax(Board state, int depth, boolean maximizing) {
if (depth == 0 || state.isTerminal()) {
return state.evaluate();
}
List<Move> moves = state.legalMoves();
if (maximizing) {
int best = Integer.MIN_VALUE;
for (Move m : moves) {
Board child = state.applyMove(m); // or make/undo
best = Math.max(best, minimax(child, depth - 1, false));
}
return best;
} else {
int best = Integer.MAX_VALUE;
for (Move m : moves) {
Board child = state.applyMove(m);
best = Math.min(best, minimax(child, depth - 1, true));
}
return best;
}
} If an explicit Node class is needed, store minimal information (move, player, depth) and avoid full-board copies when possible — prefer make/undo move or lightweight cloning. For performance use alpha-beta pruning, iterative deepening for time limits, and a transposition table for repeated states. Background reading: Minimax algorithm and Alpha-beta pruning.
Jump to Post— jwenting 1,905open text editor.
start typing.Or did you mean you don't know what minimax is? In which case some research would be recommended.
open text editor.
start typing.
Or did you mean you don't know what minimax is? In which case some research would be recommended.
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