the starting position of a simple game. Player A moves first. The two players take turns moving, and each player must move his token to an open adjacent space in either direction. if the opponent accupies an adjacent space, then a player may jump over the opponent to the next open space if any. (for example, if a is on 3 and b is on 2, then a may move back to 1.) the game ends when one player reaches the opposite end of the board. If player a reaches space 4 first, then the value of the game to a is +1; if player b reaches space 1 first, then the value of the game to a is -1 consider the two player game described in figure 5.17. a. draw the complete game tree, using the following conventions: 1. write each state as (sa,sb), where sa and sb denote token locations. 2. put each terminal state in a square box and write its game value in a circle. 3. put loop states (states that already appear on the path to the root) in double square boxes. since their value is unclear, annotate each with a "?" in a circle. b. now mark each node with its backed up minimax value (also in a circle). explain how you handled the "?" values and why.
Control structures
Control structures are block of statements that analyze the value of variables and determine the flow of execution based on those values. When a program is running, the CPU executes the code line by line. After sometime, the program reaches the point where it has to make a decision on whether it has to go to another part of the code or repeat execution of certain part of the code. These results affect the flow of the program's code and these are called control structures.
Switch Statement
The switch statement is a key feature that is used by the programmers a lot in the world of programming and coding, as well as in information technology in general. The switch statement is a selection control mechanism that allows the variable value to change the order of the individual statements in the software execution via search.
the starting position of a simple game. Player A moves first. The two players take turns moving, and each player must move his token to an open adjacent space in either direction. if the opponent accupies an adjacent space, then a player may jump over the opponent to the next open space if any. (for example, if a is on 3 and b is on 2, then a may move back to 1.) the game ends when one player reaches the opposite end of the board. If player a reaches space 4 first, then the value of the game to a is +1; if player b reaches space 1 first, then the value of the game to a is -1
consider the two player game described in figure 5.17. a. draw the complete game tree, using the following conventions: 1. write each state as (sa,sb), where sa and sb denote token locations. 2. put each terminal state in a square box and write its game value in a circle. 3. put loop states (states that already appear on the path to the root) in double square boxes. since their value is unclear, annotate each with a "?" in a circle. b. now mark each node with its backed up minimax value (also in a circle). explain how you handled the "?" values and why.

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