Recent advances in game AI, such as AlphaZero and Athénan, have achieved superhuman performance across a wide range of board games. While highly powerful, these agents are ill-suited for human-AI interaction, as they consistently overwhelm human players, offering little enjoyment and limited educational value. This paper addresses the problem of balanced play, in which an agent challenges its opponent without either dominating or conceding. We introduce Minibal (Minimize & Balance), a variant of Minimax specifically designed for balanced play. Building on this concept, we propose several modifications of the Unbounded Minimax algorithm explicitly aimed at discovering balanced strategies. Experiments conducted across seven board games demonstrate that one variant consistently achieves the most balanced play, with average outcomes close to perfect balance. These results establish Minibal as a promising foundation for designing AI agents that are both challenging and engaging, suitable for both entertainment and serious games.
Figures & tables
Symbols
Definition
actions(s)
action set of the state s for the current player
root–player(s)
true if the current player of the state s is the player of the root of the current search tree
balanced–player(s)
true if the current player of the state s is the balanced player
terminal(s)
true if s is an end-game state
a(s)
state obtained after playing the action a in the state s
time()
current time in seconds
Table 1: Index of symbols
Algorithm 1 Definition of the algorithms best_action( s , A ), which computes the a priori best action, and backup_resolution( s ), which updates the resolution of s from its children states (see Table 1 for the definitions of symbols).
Algorithm 2 Unbounded Minimax tree search algorithm with completion (i.e., including the calculation of the resolution values c and r of the states ; see Table 1 for symbol definitions and Algorithm 3 for best_action( s ) and backup_resolution( s ) definitions). Note: T=(v,c,r,n) .
Algorithm 3 Definition of the following algorithms for Unbounded Minibaln : best_action( s , A ), which computes the a priori best action using completion, and backup_resolution( s ), which updates the resolution of s based on its child states.
Algorithm 4 Definition of best_action( s , A ) for Unbounded Minibal+ , which computes the a priori best action.
Figure 1: Average binary gain (left) and average scores (right) as a function of search time (in seconds) for Minibaln (dotted green curve) , Minibal+ (dashed cyan curve) , and Unbounded Minimax (black line) across the studied games (in percentage).
Unbounded
gain
95% C.R
win
draw
loss
score
95% C.R
Minimax
92.68
0.91
94.77
3.14
2.09
0.59
0.016
Minibal+
-2.96
1.95
21.45
54.14
24.41
-0.024
0.011
Minibaln
-68.95
1.24
1.19
30.05
69.45
-0.21
0.011
Table 2: Average binary gains and win, draw, loss rates in percentage and scores at 20 seconds of search time per move across the seven games.
evaluation
Chess
summed piece values
Xiangqi
summed piece values
International Draughts
summed piece values
Lines of Action
additive depth heuristic
Havannah
multiplicative depth heuristic
Outer-Open-Gomoku
multiplicative depth heuristic
Table 3: Terminal evaluation functions used for each game (see the Athénan paper for their definitions).
Figure 2: Average binary gains as a function of search time (in seconds) for Minibaln (dotted green curve) , Minibal+ (dashed cyan curve) , and Unbounded Minimax (black line) across the studied games (C.R.: confidence radius).
Figure 3: Average scores as a function of search time (in seconds) for Minibaln (dotted green curve) , Minibal+ (dashed cyan curve) , and Unbounded Minimax (black line) across all studied games.
Figure 4: Average binary gain (left) and average scores (right) as a function of search time (in seconds) for Minibaln (dotted green curve) , Minibal+ (dashed cyan curve) , and Unbounded Minimax (black line) across the studied games against MCTS (in percentage).
Unbounded
gain
95% C.R
win
draw
loss
Minibal+
2.16
1.89
27.16
47.84
25
Table 4: Average binary gains and win, draw, loss rates in percentage at 1 second of search time per move across the seven games.