Experience how neural networks can enhance classical game-playing algorithms like Alpha-Beta pruning in chess through this interactive demonstration.
The classical alpha-beta algorithm is a minimax search with pruning that explores the game tree to find optimal moves. It maintains two bounds: α (lower bound for maximizing player) and β (upper bound for minimizing player).
Where s is the game state, d is the remaining search depth, A(s) is the set of legal actions, and result(s,a) is the state after applying action a to state s.
Where α is updated as: $\alpha = \max(\alpha, v)$ for MAX nodes, and β is updated as: $\beta = \min(\beta, v)$ for MIN nodes.
The soft variant replaces hard max/min operations with differentiable approximations, enabling gradient-based optimization and neural network integration. This approach is inspired by AlphaZero-style architectures.
The temperature parameter τ controls the softness: as $\tau \to 0$, softmax approaches hard max operation.
Where $\sigma(x) = \frac{1}{1 + e^{-x}}$ is the sigmoid function, and $\tau_g$ controls gate sensitivity. The gates provide soft pruning by dampening contributions from "pruned" branches.
Where $\tilde{v}$ is the soft max/min result and $g$ is the pruning gate value.
Tapered evaluation combining middle-game ($E_{\text{mg}}$) and end-game ($E_{\text{eg}}$) assessments, where $\phi \in [0,1]$ is the game phase factor based on remaining material.
Where $V(p)$ is the material value of piece $p$, $\text{PST}(p, \text{pos}(p))$ is the piece-square table value, and $\text{sign}(p) = \pm 1$ based on piece color.
Checkmate rewards decrease with search depth to prefer faster mates. All draws (stalemate, 50-move rule, insufficient material, threefold repetition) receive neutral reward.
Where $\bigoplus$ is the XOR operation, $Z$ are random 64-bit numbers, and flags include castling rights, en passant, and side to move. Enables $O(1)$ position lookup and repetition detection.
Most Valuable Victim - Least Valuable Attacker ordering prioritizes capturing high-value pieces with low-value pieces, improving alpha-beta cutoff efficiency.
Extends search in tactical positions by considering only captures and checks until a "quiet" position is reached, reducing horizon effects and improving tactical accuracy.
Where $c_i$ is the contribution of move $a_i$ from the soft search, and $\tau_{\text{choice}}$ controls exploration vs exploitation. Lower temperatures lead to more deterministic play.
Move contributions are weighted by the cumulative product of pruning gates, giving higher weight to moves explored more thoroughly.
This implementation demonstrates how classical game-playing algorithms can be enhanced with neural network techniques, providing a foundation for exploring differentiable game tree search, policy gradient methods, and hybrid AI architectures that combine symbolic reasoning with deep learning.