# minimax

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## minimax

[′min·ə‚maks] (mathematics)

The minimum of a set of maxima.

In the theory of games, the smallest of a set of maximum possible losses, each representing the most unfavorable outcome of a particular strategy.

## Minimax

in mathematics, the value of the expression

of a real function *f*(*x,y*) of two variables. The concept of maximin equal to max_{y} min_{x}*f*(*x, y*) is related to the concept of minimax. In the theory of zero-sum games, the fundamental optimality principle is the minimax principle, which consists in the attempt of a player to minimize his loss, assuming that his opponent’s strategy takes the most unfavorable form.

## minimax

(games)An algorithm for choosing the next move in a two
player game. A player moves so as to maximise the minimum
value of his opponent's possible following moves. If it is my
turn to move, I give a value to each legal move I might make.
If the result of a move is an immediate win for me I give it
positive infinity and, if it is an immediate win for you,
negative infinity. The value to me of any other move is the
minimum of the values resulting from each of your possible
replies.

The above algorithm will give every move a value of positive or negative infinity since the value of every move will be the value of some final winning or losing move. 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 sequences. We can then limit the minimax algorithm to look only a certain number of moves ahead. This number is called the "look-ahead" or "ply".

See also alpha/beta pruning.

The above algorithm will give every move a value of positive or negative infinity since the value of every move will be the value of some final winning or losing move. 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 sequences. We can then limit the minimax algorithm to look only a certain number of moves ahead. This number is called the "look-ahead" or "ply".

See also alpha/beta pruning.