minimax

Select minimax-optimized moves for two-player games using game-state evaluation.

145|21|Updated Jan 2, 2026
One-click install
npx skills add https://github.com/alfredolopez80/multi-agent-ralph-loop --skill minimax-alfredolopez80
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: minimax
Source: https://github.com/alfredolopez80/multi-agent-ralph-loop/tree/main/.claude/skills/minimax
Command: npx skills add https://github.com/alfredolopez80/multi-agent-ralph-loop --skill minimax-alfredolopez80

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Helps automate adversarial decision-making by evaluating game states and selecting optimal moves using minimax reasoning.

Core Features & Use Cases

  • Minimax evaluation: recursively explores game states to minimize the opponent's maximum payoff.
  • Move selection: returns the best move for a given depth.
  • Use Case: implement AI opponent for board games or planning under adversarial conditions.

Quick Start

Provide a simple two-player game state and let the AI return the minimax-optimized next move.

Frequently Asked Questions about minimax

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement an AI opponent for a two-player board game?

To build an AI opponent for a two-player board game, you provide a game-state representation, a depth parameter, and an evaluation heuristic, allowing the minimax algorithm to recursively evaluate game states and return the optimal next move.

What is minimax reasoning in adversarial decision-making?

Minimax reasoning is an adversarial decision-making strategy that recursively explores game states to minimize the opponent's maximum possible payoff, ensuring robust decisions in turn-based planning and worst-case scenarios.

How do I optimize moves in turn-based planning under adversarial conditions?

You optimize moves in turn-based planning by applying a minimax evaluation with a defined depth parameter and evaluation heuristic to your game-state representation, returning the best worst-case move.

What do I need to provide for minimax move selection to work?

For minimax move selection to work, you need to provide a simple two-player game-state representation, a search depth parameter, and an evaluation heuristic to measure the worst-case outcomes.

When should I use minimax over other path search or game-theory approaches?

Use minimax over other game-theory or path search approaches when robust decisions are required in two-player, zero-sum games where worst-case outcomes matter and adversarial opponents must be accounted for.

Are there limitations to using minimax for complex adversarial game states?

A key limitation of minimax is its reliance on a depth parameter; complex adversarial game states require deeper recursive exploration, increasing computational overhead and demanding a highly accurate evaluation heuristic.