# AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms

arXiv: https://arxiv.org/abs/2506.21996 · HTML: https://mlsanity.com/paper/2506.21996/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 4 of its 26 references that are in the map.
- First posted on arXiv 27 Jun 2025.

## Builds on (most cited first, 4 of 4)

- [Bandit Algorithms for Tree Search](https://mlsanity.com/paper/1408.2028/) (2014)
- [Minimax Strikes Back](https://mlsanity.com/paper/2012.10700/) (2020)
- [A New Paradigm for Minimax Search](https://mlsanity.com/paper/1404.1515/) (2014)
- [Super-Exponential Regret for UCT, AlphaGo and Variants](https://mlsanity.com/paper/2405.04407/) (2024)

## Abstract (arXiv)

Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model's design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model.
