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Minimax

Minimax (sometimes Minmax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, combinatorial game theory, statistics, and philosophy for minimizing the possible loss for a worst case (maximum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated…

Art, Combinatorial game theory & For individual decisions

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Overview

Game theory

Example

Combinatorial game theory

For individual decisions

Minimax in democracy

Maximin in philosophy

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Map overview Semantic statistics

Minimax

Nodes71
Edges70
Triples78
Avg. degree1.97
Density0.028169
Components1

How this topic connects Entity context

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Minimax

Top relations

related to External links · 14
Minimax → Algorithms, Archived, Curriculum, Data Structures, Dictionary, EMS Press, Encyclopedia, Games, Mathematics, Maximin, Mixed, Names, Philosophical Terms, US NIST
related to Minimax algorithm with alternate moves · 10
Minimax → A's, An, B's, Conway, For, If, John, Often, The, This
related to Combinatorial game theory · 6
Minimax → At, B's, If, In, Late, The
related to Criterion in statistical decision theory · 6
Minimax → An, Bayes, In, Pi, Theta, We
related to Non-probabilistic decision theory · 6
Minimax → Compare, Further, Info-gap, It, This, Various
see also · 5
Minimax → Alpha, Carlo, Champion, CondorcetMinimax, TatTransposition
related to In the face of uncertainty · 4
Minimax → For, In, Murphy's, One
related to Maximin · 4
Minimax → Frequently, In, Maximin, Nash
related to Pseudocode · 4
Minimax → For, Hence, Non-leaf, The
related to Minimax in democracy · 3
Minimax → LEV, The, To

Important terminology Word statistics

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Important terminology

player game value algorithm displaystyle maximin maximum moves games possible theory zero-sum payoff move players nodes loss values heuristic node

Entity relationships Subject–Predicate–Object triples

SubjectPredicateObjectConfidenceSrc
tic-tac-toeinstance ofdeals with games0.80text
where each player can wininstance ofdeals with games0.80text
loseinstance ofdeals with games0.80text
or drawinstance ofdeals with games0.80text
chess or goinstance ofOften this is generally only possible at the very end of complicated games0.80text
since it is not computationally feasible to look ahead as far as the completion of the gameinstance ofOften this is generally only possible at the very end of complicated games0.80text
except towards the endinstance ofOften this is generally only possible at the very end of complicated games0.80text
and insteadinstance ofOften this is generally only possible at the very end of complicated games0.80text
positions are given finite values as estimates of the degree of belief that they will lead to a win for one player or another.This can be extended if we can supply a heuristic evaluation function which gives values to non-final game states without considering all possible following complete sequencesinstance ofOften this is generally only possible at the very end of complicated games0.80text
chess using the minimax algorithm.The performance of the naïve minimax algorithm may be improved dramaticallyinstance ofIt is therefore impractical to completely analyze games0.80text
without affecting the resultinstance ofIt is therefore impractical to completely analyze games0.80text
by the use of alphainstance ofIt is therefore impractical to completely analyze games0.80text

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    Min side: 3
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