The order of the nodes determines which nodes are discovered or not
Using the most efficient $\alpha - \beta pruning$ We have a time complexity of $O(b^{m/2})$ With respect of classic minimax $O(b^n)$
This means that with $\alpha - \beta pruning$ we can obtain a tree with double the depth comparing to minimax
In the first public version of this algorithm, the current best option for MAX was called $\alpha$
In a dual way $\beta$ was the value of the current best option for MIN.
In a general case, known a MAX node value $\alpha$, while discovering MAX nodes of lower levels, all children with value higher than $\alpha$ are pruned.
We can repeat the same reasoning for MIN and $\beta$
$\alpha$ and $\beta$ are not the extremens of a node interval.
For this games certain authors say that there are three players: MAX,MIN and Nature, but this is misleading.
We have a similar tree to the minimax one, With chance nodes with probability on the descending arcs.
The procedure of calculating and backing up the minimax values for the normal nodes is the same as minimax.
We know that our utility function from design will return values in a given interval e.g $[-2,2]$
From this we know that for every node, the minimax value will be between $[-2,2]$
Expectiminimax is dependent on the actual values of the utility function, while in standard minimax it does not mattes.