Official course-hosted technical expositions: 3.3 Expectimax and 3.4 General Games.
Relevant locators: §3.3, weighted chance node backups; §3.3.1, Mixed Layer Types; §3.4, moving players maximize their own coordinate and propagate whole utility tuples. The nearly-zero-sum cutoff is proved independently.
Expectiminimax 2026-10-25
Backward induction on a finite game tree containing maximizing choices, minimizing choices and chance nodes. Terminal utilities are backed up by , and , respectively. Exact chance node evaluation generally needs every positive-probability outcome; ordinary alpha-beta pruning does not transfer unchanged because one child's value does not bound the full weighted sum.
Expectiminimax adds chance nodes to the MAX and MIN decisions. A chance node uses
so exact evaluation generally needs all outcomes with positive probability. An unfavorable child does not determine the expected value: a later, sufficiently favorable child can offset it. Ordinary alpha-beta pruning therefore does not directly discard the remaining outcomes.
Random outcomes also enlarge the effective branching factor. If each player decision has choices and each action has chance outcomes, exploring player decisions can require order leaves rather than . Under the same budget, this gives roughly
before additional pruning benefits available in the deterministic game are considered. Exact probability calculations add overhead as well. These effects explain the typically shallower horizon; randomness alone is not a theorem of inevitable slowdown. Known utility bounds permit some expected value bounds and specialized pruning, and chance sampling can trade exactness for speed.[ref]