The document discusses various techniques for game playing using search trees and minimax algorithms, including:
1) Alpha-beta pruning allows more efficient minimax search by pruning branches that cannot alter the outcome. It uses depth-first search with bounds on node values.
2) Quiescence search adapts the depth limit to avoid unstable "non-quiescent" values near the limit.
3) The horizon effect occurs when depth limits fail to account for unavoidable future outcomes, leading to suboptimal moves. Better evaluation functions can help address this.