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Alpha-Beta Pruning Consider the game tree shown below. Triangles that point up, such as at the top node (root), represent 1. Choices for the maximizing

Alpha-Beta Pruning Consider the game tree shown below. Triangles that point up, such as at the top node (root), represent 1. Choices for the maximizing player; triangles that point down represent 2. Choices for the minimizing player. Assuming both players act optimally, use alpha-beta pruning to find the value of the root node. The search goes from left to right; when choosing which child to visit first, choose the left-most unvisited child. In the first set of boxes below, enter the values of the labeled nodes. Then, select the leaf nodes that don't get visited due to pruning.

Hint: Note that the value of a node where pruning occurs is not necessarily the maximum or minimum (depending on which node) of its children. When you prune on conditions V > \betaV> or V

Enter the values of the labeled nodes A: ? B: ? C: ? D: ?

Select the boxes for leaf values that don't get visited due to pruning and explain. Choice 1 of 9: 8 Choice 2 of 9: 4 Choice 3 of 9: 9 Choice 4 of 9: 3 Choice 5 of 9: 5 Choice 6 of 9: 6 Choice 7 of 9: 7 Choice 8 of 9: 2 Choice 9 of 9: 1

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