AlphaBeta is not as good as you think: a simple random games model for a better analysis of deterministic game-solving algorithms

Published: 18 Sept 2025, Last Modified: 29 Oct 2025NeurIPS 2025 posterEveryoneRevisionsBibTeXCC BY 4.0
Keywords: Algorithmic Game Theory, Probabilistic Models, Minimax Algorithms, Planning
TL;DR: We specify and analyze a simple probabilistic model to analyze the average-case complexitiy of deterministic game-solving algorithms, adressing limitations of previous independence-based models.
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.
Primary Area: Theory (e.g., control theory, learning theory, algorithmic game theory)
Submission Number: 4541
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