I've been using negamax to play connect four. The thing I noticed is, that if I add alpha-beta it gives sometimes "wrong" results, as in making a losing move I don't believe it should make with the depth I am searching at. If I remove the alpha-beta it plays how it is supposed to. Can the alpha-beta cut off some actually viable branches(especially when the depth is limited)? Here's the code just in case:
int negamax(const GameState& state, int depth, int alpha, int beta, int color)
{
//depth end reached? or we actually hit a win/lose condition?
if (depth == 0 || state.points != 0)
{
return color*state.points;
}
//get successors and optimize the ordering/trim maybe too
std::vector<GameState> childStates;
state.generate_successors(childStates);
state.order_successors(childStates);
//no possible moves - then it's a terminal state
if (childStates.empty())
{
return color*state.points;
}
int bestValue = -extremePoints;
int v;
for (GameState& child : childStates)
{
v = -negamax(child, depth - 1, -beta, -alpha, -color);
bestValue = std::max(bestValue, v);
alpha = std::max(alpha, v);
if (alpha >= beta)
break;
}
return bestValue;
}