AIML Note4thME Module 1 PDF
AIML Note4thME Module 1 PDF
INTELLIGENCE
AND MACHINE
LEARNING
Standard Definitions:
•John McCarthy: “Artificial Intelligence is the science and engineering of making intelligent machines.”
•AI focuses on building rational agents that perceive their environment and act to achieve goals.
Systems that can think humanly Systems that can think rationally
• For following this approach, one first needs to • The aim of this approach is to build upon programs
understand how humans think. Knowing the internal that represent “right thinking”, to create intelligent
working of human brain can be achieved by introspection systems. This “right thinking” or irrefutable reasoning
or psychological experiments. This, in itself, is a vast processes, is defined in coding (in mathematical
interdisciplinary field, known as Cognitive Science. terms)
using logic or laws of thought.
• Systems that can act humanly 1. Not all knowledge can be expressed with logical
• This definition came into being when Alan Turing notations (especially when knowledge is not 100%
proposed the Turing Test. A system passes this test, if it certain).
can fool a human interrogator by depicting intelligent 2. It can lead to computational blow up, as without
behavior. By intelligent behavior, we mean achieving guidance, there are many reasoning steps that can
human level performance in cognitive tasks. Such a be tried.
system would require to have major components of A.I.,
including natural language processing, knowledge • Systems that can act rationally
representation, automated reasoning, machine learning, • This approach involves creating systems that act in
robotics and computer vision. Seeing the underlying a way which maximizes its chances of achieving its
complications, no major effort has been made in trying goal, given the available information. These systems
to make such a machine. are known as Rational Agents,
Machine Learning vs Artificial Intelligence
[Link] AI or Narrow AI: This type of AI can be used to solve certain problems and focus on a particular
kind of job. It is only effective when it is used in a specific area and does not produce the same results
when applied in other areas. It applies to smart products, known as virtual assistants such as Siri,
systems engaged in image recognition, and IBM's Watson.
[Link] AI: General AI, also known as Strong AI, on the other hand, refers to machines capable of
achieving any action that a man is capable of accomplishing. It is planning to attain human-like features
such as intelligence characteristics like reasoning and learning processes. This is another type of AI that
is still under research and has not been developed to its realization.
[Link] AI: An advanced artificial intelligence in which every domain is superior to that of humans in
terms of their decision-making power, problem-solving skills, learning capabilities, as well as their feelings
and emotions. It is the final stage of AI development, and it does not currently exist in the world.
Narrow AI (Weak AI)
Narrow AI is designed to perform a specific task or a limited range of tasks.
Examples:
•Voice assistants (Siri, Alexa)
•Face recognition systems
•Recommendation engines
General AI (Strong AI)
General AI refers to machines with human-level intelligence capable of performing any intellectual task that a
human can do.
Status:
•Still theoretical
•Does not exist currently
Difference Between Narrow AI and General AI
[Link] Memory: Many of them use the earlier information to establish something for a limited period. Some
of the concrete samples include self-driving cars that follow other vehicles, the speed, and the road condition of
the environment.
[Link] of Mind: The purpose of this AI is to comprehend the feelings, desires or even gestures of people. As
previously stated, it is still part of the theoretical research and has not been fully realized.
[Link]-Awareness: The final type of artificial intelligence that remains at the level of theory is even more
superior to human intelligence as it would have consciousness and feelings. People would consider this level of
AI as a significant level of advancement in technology as well as in knowledge.
History of Artificial Intelligence
Early Development (1940–1956)
•1943: Artificial neuron model by McCulloch and Pitts.
•1950: Alan Turing proposed the Turing Test.
•1956: Term “Artificial Intelligence” coined by John McCarthy
(Dartmouth Conference).
Growth Period (1956–1970)
Goals of Artificial Intelligence •Development of symbolic AI and problem-solving programs.
The main goals of AI are: •Programs for chess playing and theorem proving.
[Link] create expert systems that exhibit intelligent •Optimism about achieving human-level intelligence.
behavior. AI Winter (1970–1990)
[Link] implement human intelligence in machines. •Limited computing power and memory.
[Link] enable learning from experience. •Failure to meet expectations.
[Link] perform tasks efficiently and accurately. •Reduction in research funding.
Revival Phase (1990–2010)
•Emergence of machine learning and expert systems.
•Improved hardware and availability of data.
•Practical AI applications in industries.
Modern AI (2010–Present)
•Deep learning and neural networks.
•Big data and high-performance computing.
•AI success in speech, vision, and language tasks
Foundations of Artificial Intelligence
AI is an interdisciplinary field based on the following foundations:
Mathematics
•Linear algebra, probability, statistics, calculus.
•Used in optimization and machine learning models.
Computer Science
•Algorithms and data structures.
•Programming languages and software systems.
Philosophy
•Logic, reasoning, knowledge representation.
•Concepts of mind and intelligence.
Psychology & Cognitive Science
•Human learning and behavior.
•Models of perception and decision making.
Neuroscience
•Study of biological neural systems.
•Basis for artificial neural networks.
Linguistics
•Syntax and semantics of language.
•Foundation for natural language processing.
Intelligent Agents
Definition
An intelligent agent is an entity that
perceives its environment through sensors
and acts upon that environment using
actuators.
Components of an Intelligent Agent
•Sensors
•Actuators
•Environment
•Performance measure
Types of Agents
[Link] Reflex Agent
[Link]-Based Agent
[Link]-Based Agent
[Link]-Based Agent
[Link] Agent
Simple reflex agent: Simple reflex agents ignore the rest Model-based reflex agents: It works by searching for a rule
of the concept history and act only based on the current whose position matches the current state. A model-based
concept. Concept history is the history of all that an agent can handle a partially observable environment using
a model about the world. The agent has to keep track of
agent has believed to date. The agent function is based
the internal state, adjusted by each concept, depending on
on the condition-action rule. A condition-action rule is a
the concept history. The current state is stored inside the
rule that maps a state, that is, a condition, to an action. agent, which maintains some structure describing the part
If the condition is true, then action is taken; otherwise, of the world that cannot be seen.
not.
Goal-based agents: These types of agents make Utility-based agents: The agents which are developed having their end
decisions based on how far they are currently uses as building blocks are called utility-based agents. When there are
from their goals (details of desired conditions). multiple possible alternatives, then to decide which one is best,
utility-based agents are used. They choose actions based on a
Their every action is aimed at reducing its
preference (utility) for each state. Sometimes achieving the desired
distance from the target. This gives the agent a
goal is not enough. We may look for a quicker, safer, cheaper trip to
way to choose from a number of possibilities, reach a destination. Agent happiness should be taken into
leading to a target position. The knowledge consideration.
supporting their decisions is clearly presented Utility describes how "happy" the agent is. Because of the uncertainty
and can be modified, which makes these agents in the world, a utility agent chooses the action that maximizes the
more flexible. expected utility. A utility function maps a state onto a real number
which describes the associated degree of happiness.
Learning Agent: A learning agent in AI is the type of
agent that can learn from its past experiences or it
has learning capabilities. It starts to act with basic
knowledge and then is able to act and adapt
automatically through learning. A learning agent has
mainly four conceptual components, which are:
• Learning element: It is responsible for making
improvements by learning from the environment
• Critic: The learning element takes feedback from
critics which describe how well the agent is doing
with respect to a fixed performance standard.
• Performance element: It is responsible for selecting
external action
• Problem Generator: This component is responsible
for suggesting actions that will lead to new and
informative experiences.
PEAS stands for performance measure, environment, actuators, and sensors. PEAS defines AI models and helps
determine the task environment for an intelligent agent.
• Performance measure: It defines the success of an agent. It evaluates the criteria that determines whether the
system performs well.
• Environment: It refers to the external context in which an AI system operates. It encapsulates the physical and
virtual surroundings, including other agents, objects, and conditions.
• Actuators: They are responsible for executing actions based on the decisions made. They interact with the
environment to bring about desired changes.
• Sensors: An agent observes and perceives its environment through sensors. Sensors provide input data to the
system, enabling it to make informed decisions.
Applications of Artificial Intelligence . Advantages of Artificial Intelligence
Healthcare •High accuracy and efficiency
•Medical diagnosis systems •Reduced human error
•AI-based imaging and robotic surgery •Continuous operation (24×7)
Education •Automation of repetitive tasks
•Intelligent tutoring systems
•Personalized learning platforms
Industry . Limitations of Artificial Intelligence
•Robotics and automation •High development cost
•Predictive maintenance •Lack of creativity and emotions
Transportation •Ethical and security issues
•Autonomous vehicles •Dependence on quality data
•Traffic control systems
Finance
•Fraud detection . Future Scope of Artificial Intelligence
•Credit scoring and trading systems •Smart cities
Agriculture •Advanced robotics
•Crop yield prediction •Human-AI collaboration
•Disease detection in plants •Ethical and responsible AI development
State-Space Problem
Definition
Problem Solving in AI A State-Space Problem is a mathematical representation of a
problem where:
•Each state represents a configuration of the problem
Problem solving in Artificial
•Operators (actions) move the system from one state to
Intelligence involves finding a
another
sequence of actions that transforms
•A solution is a path from the initial state to the goal state
an initial state into a goal state.
Components of a State-Space Problem
AI represents problems formally so
A state-space problem consists of the following elements:
that search algorithms can be applied
[Link] State
to obtain solutions efficiently.
The starting point of the problem.
[Link] Space
In AI, problem solving is generally
The set of all possible states reachable from the initial state.
done using state-space
[Link] / Actions
representation and search techniques.
Rules that define transitions between states.
[Link] State
The desired target state.
[Link] Cost (optional)
Cost associated with moving from one state to another.
PROBLEM, PROBLEM SPACE, SEARCH
A problem is a specific task or challenge that requires finding a solution or making a decision. In artificial
intelligence, problems can vary in complexity and scope, ranging from simple tasks like arithmetic calculations
to complex challenges such as image recognition, natural language processing, game playing, and optimization.
Each problem has a defined set of initial states, possible actions or moves, and a goal state that needs to be
reached or achieved.
The problem space is the set of all possible states, actions, and transitions that can be encountered while
attempting to solve a specific problem. It represents the entire landscape of potential solutions and paths from
the initial state to the goal state. In other words, the problem space defines all the possible configurations or
arrangements of elements involved in the problem and the set of valid moves or actions that can be taken at
each state. Each state in the problem space represents a specific configuration, and each action represents a
possible move or step from one state to another.
Search is the process of exploring the problem space to find a sequence of actions or moves that lead to the
goal state or a satisfactory solution. In AI, search algorithms are used to systematically navigate through the
problem space and discover paths or solutions that satisfy the problem’s constraints and objectives.
State-Space Graph vs Search Tree Importance of State-Space and Search Space
State-Space Graph •Helps in systematic problem solving
•Represents all possible states •Forms the basis for search algorithms like:
•May contain cycles • Breadth First Search (BFS)
Search Tree • Depth First Search (DFS)
•Generated during search • A* Algorithm
•Nodes may repeat •Reduces complexity by defining structured solutions
•Depends on search algorithm
Initialization:
1. Start with a designated source node and a target node.
2. Define a maximum depth limit up to which the search will explore.
3. Maintain a visited set or array to avoid revisiting nodes in the current path.
4. Optionally, maintain a parent dictionary or array to reconstruct the path later.
Exploration (Recursive or Stack-Based):
1. Begin at the source node with the current depth = 0.
2. If the current node is the target node, return success and reconstruct the path using
parent pointers.
3. If the current depth equals the depth limit, terminate this branch (do not expand
further).
4. For each unvisited neighbor of the current node:
a. Mark the neighbor as visited.
b. Set the current node as the neighbor’s parent.
c. Recursively call Depth-Limited Search on the neighbor with depth + 1.
Termination:
1. The search ends when:
a. The target node is found within the depth limit (success), or
b. All paths are explored up to the depth limit without finding the target (failure).
Iterative Deepening Depth-First Search (IDDFS) Algorithm
IDDFS combines depth-first search's space-efficiency and breadth-first search's fast search (for nodes
closer to root). How does IDDFS work?
IDDFS calls DFS for different depths starting from an initial value. In every call, DFS is restricted from
going beyond given depth. So basically, we do DFS in a BFS fashion.
Exercise
Iterative Deepening Depth-First Search (IDDFS) Algorithm
• Initialization:
1. Start with a designated source node and a target node.
2. Set an initial depth limit to 0.
3. Incrementally increase the depth limit by 1 in each iteration until:
a. The target node is found (success), or
b. The maximum allowed depth is reached (failure).
• Exploration:
1. For each depth limit d:
a. Perform a Depth-Limited Search (DLS) starting from the source node with the current depth = 0 and limit
= d.
b. If DLS finds the target node, terminate and reconstruct the path.
c. If DLS reaches the depth limit without success, increase the limit and repeat.
• Termination:
1. The algorithm terminates when:
a. The target node is found at some depth limit (success), or
b. All nodes up to the maximum depth have been explored without finding the target (failure).
Production rules for the water jug problem in AI are as follows
WATER JUG PROBLEM
1. (x,y) is X<4 -> (4, Y) Fill the 4-litre jug
The Water Jug Problem is a 2. (x, y) if Y<3 -> (x, 3) Fill the 3-litre jug
classic puzzle in artificial 3. (x, y) if x>0 -> (x-d, d)
Pour some water from a 4-
litre jug
intelligence. In this version, there
are two jugs: one with a capacity Pour some water from a 3-
4. (x, y) if Y>0 -> (d, y-d)
litre jug
of 4 liters and another with a
Empty 4-litre jug on the
capacity of 3 liters. Neither jug 5. (x, y) if x>0 -> (0, y)
ground
has any measurement markings.
Empty 3-litre jug on the
A pump is available to completely 6. (x, y) if y>0 -> (x,0)
ground
fill either jug with water. The (x, y) if X+Y >= 4 and y>0 -> (4, y- Pour water from a 3-litre jug into a
7.
objective is to measure exactly 2 (4-x)) 4-litre jug until it is full
[Link] Maximum: A local maximum is a state better than its neighbors but not the best overall. While
its objective function value is higher than nearby states, a global maximum may still exist.
[Link] Maximum: The global maximum is the best state in the state-space diagram, where the
objective function achieves its highest value. This is the optimal solution the algorithm seeks.
[Link]/Flat Local Maximum: A plateau is a flat region where neighboring states have the same
objective function value, making it difficult for the algorithm to decide on the best direction to move.
[Link]: A ridge is a higher region with a slope, which can look like a peak. This may cause the
algorithm to stop prematurely, missing better solutions nearby.
[Link] State: The current state refers to the algorithm's position in the state-space diagram during
its search for the optimal solution.
[Link]: A shoulder is a plateau with an uphill edge, allowing the algorithm to move toward better
solutions if it continues searching beyond the plateau.
Types of Hill Climbing
2. Steepest-Ascent Hill Climbing (Gradient
1. Simple Hill Climbing: This is the most basic form of
Ascent/Descent): Evaluates all neighbors and moves to
hill climbing. The algorithm evaluates each neighboring
the neighbor
state
with the highest improvement (or lowest cost).
in sequence and moves to the first neighbor that improves
• Pros: More likely to find a better solution than simple hill
the objective function.
climbing since it considers all possible moves.
• Pros: Simple and easy to implement.
• Cons: More computationally expensive as it evaluates
• Cons: Can get stuck in local optima easily and may
all neighbors before making a move.
require many iterations to find a better solution.
Steps:
Steps:
1. Start with an Initial Solution: Choose an initial state
1. Start with an Initial Solution: Choose an initial state
(solution) randomly or based on some heuristic.
(solution) randomly or based on some heuristic.
2. Evaluate the Initial Solution: Compute the value of
2. Evaluate the Initial Solution: Compute the value of
the objective function for the current state.
the objective function for the current state.
3. Generate Neighbors: Generate the neighboring states
3. Generate Neighbors: Generate the neighboring states
of the current state.
of the current state.
4. Evaluate All Neighbors: Evaluate all neighbors to
4. Evaluate Neighbors: Evaluate each neighbor to see if
determine the one with the best (highest or lowest)
it improves the objective function.
objective function value.
5. Select the First Better Neighbor: Move to the first
5. Select the Best Neighbor: Move to the neighbor with
neighbor that has a better (higher or lower, depending on
the best objective function value.
the problem) objective function value.
6. Repeat: Repeat steps 3-5 until no neighbor improves
6. Repeat: Repeat steps 3-5 until no improvement is
the objective function.
found (i.e., no neighbor is better than the current state).
3. Stochastic Hill Climbing: Selects a random neighbor and moves to it if it improves the objective
function. The
randomness helps in exploring the search space more broadly.
• Pros: Can escape local optima more effectively than simple hill climbing.
• Cons: Less predictable and may require more iterations to converge.
Steps:
1. Start with an Initial Solution: Choose an initial state (solution) randomly or based on some heuristic.
2. Evaluate the Initial Solution: Compute the value of the objective function for the current state.
3. Generate a Random Neighbor: Generate a random neighboring state of the current state.
4. Evaluate the Neighbor: Compute the value of the objective function for the random neighbor.
5. Accept or Reject the Neighbor: Move to the neighbor if it has a better (higher or lower) objective
function
value.
6. Repeat: Repeat steps 3-5 until no further improvement is found.
BEST FIRST SEARCH48
Best First Search is a heuristic search algorithm that
selects the most promising node for expansion based on
an evaluation function. It prioritizes nodes in the search
space using a heuristic to estimate their potential. By
iteratively choosing the most promising node, it aims to
efficiently navigate towards the goal state, making it
particularly effective for optimization problems
Case 2:
Similar to the last situation, you are planning to buy a pair of shoes. This time, you estimate the shoe value to be
$800. However, when you arrive at the store, the shopkeeper informs you that the shoes' true price is $1000, which is
higher than your estimate. Indicating that you had underestimated their value by $200. In this situation,
Underestimation has occurred.
800 < 1000
i.e. h(n) ≤ h*(n) ∴ Underestimation
Case 1: Overestimation H(A)= 60, Estimated values i.e. h(n)] H(B)= 50
So, using A* equation, f(n) = G(n) + h(n) by putting values
f(A) = 100 + 60 = 160
f(B) = 100 + 50 = 150
by comparing f(A) & f(B), f(A) > f(B) so choose path of B node and apply A* equation
again
f(Y) = g(Y) + h(Y) [here h(Y) is 0, Goal state]
= 140 + 0 [g(Y)=100+40=140 this is actual cost i.e. h*(B)]
= 140
Case 2: Underestimation H(A) = 20 [This are estimated values i.e. h(n)] H(B) = 10
So, using A* equation, f(n) = G(n) + h(n) by putting values
f(A) = 100 + 20 = 120
f(B) = 100 + 10 = 110, by comparing f(A) & f(B), f(A) > f(B), so choose path of B node
and apply A* equation again
f(Y) = g(Y) + h(Y) [here h(Y) is 0, because it is goal state]
= 140 + 0 [g(Y) = 100 + 40 = 140 this is actual cost i.e. h*(B)]
= 140
f(Y) = g(Y) + h(Y)
= 130 + 0 = 130
AO* ALGORITHM - WORKING PRINCIPLES
The AO* algorithm works by utilizing a tree structure where each node represents a state in the problem space. The
key components of the algorithm are:
Node Types
• AND Nodes: Represent states where all child nodes must be satisfied to achieve a goal. If a task requires multiple
conditions to be met, it would be represented as an AND node.
• OR Nodes: Represent states where at least one child node must be satisfied to achieve a goal. This type is useful
in scenarios where multiple paths can lead to a solution.
Heuristic Function
The algorithm employs a heuristic function, similar to A*, to estimate the cost to reach the goal from any given node.
This function helps in determining the most promising paths to explore. The heuristic function h(n) estimates the cost
to reach the goal from node n: h(n)=estimated cost to reach the goal from node
• For OR Nodes: The algorithm considers the lowest
cost among the child nodes. The cost for an OR
node can be expressed as: C(n)=min{C(c1),C(c2),…,C(ck)}
• For AND Nodes: The algorithm computes the cost of all
child nodes and selects the maximum cost, as all
conditions must be met. The cost for an AND node can
be expressed as: C(n)=max{C(c1),C(c2),…,C(ck)}
Total Estimated Cost: f(n)=C(n)+h(n)
• C(n) is the actual cost to reach node n from the start node.
• h(n) is the estimated cost from node n to the goal.
AO* ALGORITHM
1. Initialise the graph to start node
2. Traverse the graph following the current path
accumulating nodes that have not yet been expanded
or solved
3. Pick any of these nodes and expand it and if it has
no successors call this value FUTILITY otherwise
calculate only f' for each of the successors.
4. If f' is 0 then mark the node as SOLVED
5. Change the value of f' for the newly created node to
reflect its successors by back propagation.
6. Wherever possible use the most promising routes
and if a node is marked as SOLVED then mark the
parent node
as SOLVED.
7. If starting node is SOLVED or value greater than
FUTILITY, stop, else repeat from 2.
The Min-Max algorithm involves several key steps, executed
MIN-MAX ALGORITHM recursively until the optimal move is determined. Here is a
21-11-2025
step-by-step breakdown:
Min-Max algorithm is a decision-making algorithm Step 1: Generate the Game Tree
used in artificial intelligence, particularly in game • Objective: Create a tree structure representing all possible
theory and computer games. It is designed to minimize moves from the current game state. • Details: Each node
the possible loss in a worst-case scenario (hence represents a game state, and each edge represents a possible
"min") and maximize the potential gain (therefore move. Step 2: Evaluate Terminal States
"max"). • Objective: Assign utility values to the terminal nodes of the
Working of Min-Max Process in AI game tree.
Min-Max algorithm involves two players: the maximizer • Details: These values represent the outcome of the game
and the minimizer, each aiming to optimize their own (win, lose, or draw).
outcomes. Step 3: Propagate Utility Values Upwards
Players Involved Maximizing Player (Max): • Objective: Starting from the terminal nodes, propagate the
• Aims to maximize their score or utility value. utility values upwards through the tree.
• Chooses the move that leads to the highest possible • Details: For each non-terminal node:
utility value, assuming the opponent will play optimally. • If it's the maximizing player's turn, select the maximum value
Minimizing Player (Min): from the child nodes.
• Aims to minimize the maximizer's score or utility • If it's the minimizing player's turn, select the minimum value
value. from the child nodes.
• Selects the move that results in the lowest possible Step 4: Select Optimal Move
utility value for the maximizer, assuming the opponent • Objective: At the root of the game tree, the maximizing
will play optimally. player selects the move that leads to the highest utility value.
Min-Max Formula
Consider a simple game where the utility values of
The Min-Max value of a node in the game tree is
terminal states are given. To illustrate the Min-Max
calculated using the following recursive formulas:
calculations:
1. Maximizing Player's Turn:
1. Start from the terminal states and calculate the
𝑀𝑎𝑥(𝑠) = 𝑚𝑎𝑥𝑎∈𝐴(𝑠)𝑀𝑎𝑥(𝑅𝑒𝑠𝑢𝑙𝑡(𝑠, 𝑎)) Here:
utility values.
• 𝑀𝑎𝑥(𝑠)is the maximum value the maximizing player can
2. Propagate these values up the tree using the Min-
achieve from state 𝑠.
Max formulas.
• 𝐴(𝑠) is the set of all possible actions from state 𝑠.
For example, if the terminal states have utility values
• 𝑅𝑒𝑠𝑢𝑙𝑡(𝑠, 𝑎) is the resulting state from taking action aa in
𝑈1, 𝑈2, … , 𝑈𝑛 then:
state 𝑠.
• For the maximizing player's node: 𝑀𝑎𝑥(𝑠) = max(𝑈1,
• 𝑀𝑖𝑛(𝑅𝑒𝑠𝑢𝑙𝑡(𝑠, 𝑎)) is the value for the minimizing player
𝑈2, … , 𝑈𝑛)
from the resulting state.
• For the minimizing player's node: 𝑀𝑖𝑛(𝑠) = min(𝑈1,
Minimizing Player's Turn:
𝑈2, … , 𝑈𝑛)
𝑀𝑖𝑛(𝑠) = 𝑚𝑖𝑛𝑎∈𝐴(𝑠)𝑀𝑎𝑥(𝑅𝑒𝑠𝑢𝑙𝑡(𝑠, 𝑎)) Here:
• 𝑀𝑖𝑛(𝑠) is the minimum value the minimizing player can
achieve from state 𝑠.
• The other terms are similar to those defined above.
Terminal States
For terminal states, the utility value is directly assigned:
𝑈𝑡𝑖𝑙𝑖𝑡𝑦 𝑠 = 1 𝑖𝑓 𝑡ℎ𝑒 𝑚𝑎𝑥𝑖𝑚𝑖𝑧𝑖𝑛𝑔 𝑝𝑙𝑎𝑦𝑒𝑟 𝑤𝑖𝑛𝑠 𝑓𝑟𝑜𝑚
𝑠𝑡𝑎𝑡𝑒 𝑠 0 𝑖𝑓 𝑡ℎ𝑒 𝑔𝑎𝑚𝑒 𝑖𝑠 𝑑𝑟𝑎𝑤 𝑓𝑟𝑜𝑚 𝑠𝑡𝑎𝑡𝑒 𝑠 -
1𝑖𝑓 𝑡ℎ𝑒 𝑚𝑖𝑛𝑖𝑚𝑖𝑧𝑖𝑛𝑔 𝑝𝑙𝑎𝑦𝑒𝑟 𝑤𝑖𝑛𝑠 𝑓𝑟𝑜𝑚 𝑠𝑡𝑎𝑡𝑒 𝑠
ALPHA BETA PRUNING
Thank You