AlphaBeta is not as good as you think: a simple random games model for a better analysis of deterministic game-solving algorithms
Raphaël Boige, Amine Boumaza, Bruno Scherrer
TL;DR
Deterministic game solvers are often evaluated under an independence-based standard model that yields trivially predictable roots; the forward model proposed here injects ancestor dependencies via level-wise conditional sampling with a special inherited child, enabling tunable difficulty while preserving analytical tractability. The authors derive recursive formulations for the average-case complexities of TEST, ALPHA-BETA, and SCOUT under this model, showing that asymptotically the branching factor $r_A$ converges across algorithms, yet finite-depth performance differs, with ALPHABETA incurring larger constants than SCOUT or TEST. Finite-depth numerical analyses across diversified distributions confirm these differences and suggest practical superiority of SCOUT over ALPHA-BETA in realistic deep trees, while open-sourcing the code to reproduce and extend the results. Overall, the forward model provides a richer, yet tractable, framework for rigorously analyzing classical game-solving methods beyond the inadequacies of the standard model, informing both theory and practical benchmarking.
Abstract
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model's design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a simple probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model.
