Depth-first search computes minimax search values with much less live storage and naturally supports alpha-beta pruning. A parent's value needs only its current best child value and the next child to visit. Once a child subtree has been evaluated, its internal search nodes can be discarded; a final value cannot usually be computed from a nonterminal frontier alone.
With branching factor and horizon , breadth-first search stores a frontier of order . A depth-first search implementation storing sibling lists uses space complexity; lazy successor generation can reduce this to frames plus game-state storage. Both unpruned traversals have time complexity for . Depth-first search also supplies a completed sibling outcome early, allowing alpha-beta pruning to reject later subtrees before generating them.

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