Expectiminimax adds chance nodes to the MAX and MIN decisions. A chance node usesso 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 roughlybefore 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]
CS 188 stochastic and general game notes. §3.3, chance-node expected-value backup; §3.3.1, mixed layer types
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