Building an Unbeatable AI with the Minimax Algorithm

By Niranjan Kumar Singh | Published: February 2026 | Programming

Introduction to Game Theory AI

Have you ever wondered how computers manage to play chess, checkers, or Tic Tac Toe flawlessly? The secret to building an AI that can never be defeated in a zero-sum game lies in a decision rule named the Minimax Algorithm. In this article, we dive deep into the theory and practical implementation of Minimax in JavaScript, exploring how it maps out the entire game tree to guarantee a win or a draw.

What is a Zero-Sum Game?

Before diving into the algorithm, it is crucial to understand the environment our AI operates in. Tic Tac Toe is a two-player, zero-sum game with perfect information. "Zero-sum" means that one player's advantage is mathematically identical to the other player's disadvantage. If Player X wins (+10 points), Player O inherently loses (-10 points). "Perfect information" means that both players have complete visibility of the board at all times—there is no hidden state, unlike in games like Poker.

Because the number of board configurations (the state space) in Tic Tac Toe is relatively small—limited to a maximum of 9 factorial (362,880) possible game sequences, but realistically much less when accounting for early wins and symmetrical boards—a computer can easily calculate every single possible outcome from any given board state before making a move.

The Core Concept of Minimax

The Minimax algorithm simulates all possible futures. It assumes that there are two players: the Maximizer and the Minimizer. The Maximizer wants to aggressively push the score as high as possible (striving for a Win), while the Minimizer wants to push the score as low as possible (striving for a Loss for the Maximizer).

  • If the AI wins, the score is +10.
  • If the Human wins, the score is -10.
  • If the game ends in a draw, the score is 0.

When it is the AI's turn to move, it tests placing its symbol in the first empty spot. Then, it calls itself recursively, switching roles, pretending to be the human player making the best possible counter-move. It continues this alternating back-and-forth simulation until the board reaches a terminal state (Win, Loss, or Draw).

Once a terminal state is reached, the score is returned up the chain. The AI then selects the move that resulted in the highest possible guaranteed score, knowing that the human will always try to pick the move that yields the lowest score.

Handling Depth and Efficiency

While standard Minimax is powerful, a raw implementation treats a win in 1 move the exact same as a win in 5 moves. A sophisticated AI should prefer to win as quickly as possible, and lose as slowly as possible (if losing is inevitable). We achieve this by adding or subtracting the depth (number of moves made so far) from the final score.

If the AI wins at depth 2, the score is 10 - 2 = 8. If the AI wins at depth 6, the score is 10 - 6 = 4. The Maximizer will naturally select the move that yields the score of 8, thereby winning faster.

Alpha-Beta Pruning

To further optimize the performance of our Tic Tac Toe engine, we use Alpha-Beta Pruning. This is an optimization technique that stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. It drastically reduces the number of nodes the algorithm evaluates in the game tree, ensuring our AI responds in milliseconds even on low-end mobile devices without causing the browser to freeze.

Conclusion

By relying on the Minimax algorithm and Alpha-Beta pruning, the Tic Tac Toe Master game guarantees an offline, client-side opponent that plays perfectly. It cannot be beaten—the best a human can hope for is a draw. Building this was an excellent exercise in recursion and algorithmic thinking, forming a foundation that can be expanded into much more complex systems like Checkers or Chess.