COURSE 06L1100% FREE
Verified 2026-08-10

Adversarial search and minimax

**Adversarial search** plans moves when another agent tries to beat you—classically board games. **Minimax** assumes both sides play optimally: you maximize your score; the opponent minimizes it.

What it is

Adversarial search plans moves when another agent tries to beat you—classically board games. Minimax assumes both sides play optimally: you maximize your score; the opponent minimizes it.

Why it matters

It is the cleanest intro to decision-making under competition—and a bridge to modern game AIs that mix search with learned evaluations.

How it works (plain)

Build a tree of moves. At your turn pick the best for you; at their turn pick the worst for you. Depth limits + heuristics score unfinished games. Alpha-beta pruning skips branches that cannot change the decision.

Everyday example

Choosing a negotiation offer while anticipating the other party’s counter—simplified and turn-based.

Try it

On a tic-tac-toe empty board, list your first move options and the opponent’s replies for one line of play.

Myths

⚠️ Myth: Minimax needs perfect whole-game search to be useful.
✓ Reality: Bounded depth + evaluation functions built decades of strong play.
⚠️ Myth: Game search is unrelated to modern AI.
✓ Reality: Search + learned value/policy nets still powers many game systems.

Sources

  • Russell & Norvig AIMA (games chapter; cite edition you use)
  • CS50 AI search/game materials (verify): https://cs50.harvard.edu/ai/ ↗
  • Course 06 search-and-planning