Dev.to
5/9/2026

How Game AI Makes Decisions — From Minimax to Alpha-Beta Pruning
Short summary
Game AI differs from pathfinding because you must account for an opponent's responses, not just your own moves. Minimax structures opponent-aware decision-making as recursive search assuming both players play optimally, choosing moves with the best worst-case outcomes. Alpha-Beta Pruning optimizes this by skipping branches that cannot affect the final decision, enabling deeper searches without exponential cost.
- •Minimax enables opponent-aware game search by recursively evaluating future states and assuming optimal play
- •The algorithm chooses moves with the best worst-case outcomes, not just immediately high scores
- •Alpha-Beta Pruning optimizes Minimax by skipping unnecessary branches, maintaining the same result with lower computational cost
Generated with AI, which can make mistakes.
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