Can alpha-beta pruning work with expectiminimax for 2048 game AI without minimizing player?

I’m working on creating an AI bot for the 2048 puzzle game using the minimax approach. The thing is, 2048 doesn’t really have a traditional opponent trying to minimize my score. Instead, it’s more like an expectiminimax situation where new tiles appear randomly on the board.

Since there’s no actual minimizing player in 2048, I’m confused about whether alpha-beta pruning can still be used effectively. The game tree structure seems different from typical two-player games.

If alpha-beta pruning isn’t suitable here, what other techniques can I use to cut down on unnecessary branches in the search tree? I want to make my AI more efficient without exploring every possible game state.

Has anyone dealt with similar optimization challenges in single-player games with random elements?

You’re right - alpha-beta pruning doesn’t work with 2048’s expectiminimax tree. Hit this same wall building my own solver years ago.

You can’t prune expectation nodes, but there are other optimizations. Probability-based pruning works great - skip low-probability tile placements first, only expand them if you have time left.

Hybrid approach saved me tons of computation. Run shallow expectiminimax for the first few levels, then switch to simple minimax with your best heuristic. Random elements matter way less in deeper positions.

Monte Carlo tree search handles randomness naturally and you can tune exploration vs exploitation however you want. Way easier to implement time bounds too.

My final version used expectiminimax 3-4 levels deep, then pure evaluation. Hit 2048 consistently, sometimes higher.

I solved this completely differently and it works way better than trying to optimize traditional algorithms.

Skip the expectiminimax headaches - I automated everything with machine learning. Built a system that runs continuous game sims, grabs move patterns from winning games, and feeds it all into a neural network.

Best part? No pruning needed. The ML model figures out which moves get higher scores without calculating every possible future state. Way more efficient than tree searches.

Set up the whole pipeline to retrain itself as it plays. Hit 2048 consistently after a few thousand training games. Now it regularly reaches 4096+.

Everything’s automated - data collection, model training, hyperparameter tuning, deployment. Zero manual optimization.

This scales so much better than traditional game tree algorithms. You can add features like board pattern recognition without rebuilding your search logic.

Alpha-beta pruning doesn’t work with pure expectiminimax for 2048 since you can’t effectively prune the random tile placement nodes. But there are other ways to optimize it significantly. I used depth-limited search with aggressive heuristic evaluation and got good results. Focus your heuristics on monotonicity, smoothness, and empty cells - those are the key components. Instead of fixed depth, try iterative deepening with time limits. It gives you way better performance control. Transposition tables help too since you’ll see the same board states repeatedly during search. For random nodes, don’t evaluate every empty cell - just place new tiles in the most likely positions to cut down the branching factor.