Algorithm alpha-bêta in behavior tree

Is it possible to implement an alpha beta algorithm with the behavior tree ? For example to do a simple AI for a Tic Tac Toe game.
I know it’s possible to do that in C++ but i was wondering if it was possible with the behavior tree.

Thanks in advance for the answer.

Isn’t an alpha beta search only a bit juggling with some while and ifs?
I would say yes. A Behavoir tree uses Blueprints in some states, so you would be able to
create your algorithm and so on. If i understood right, a behavior tree is nothing more
than an organized way to make tasks for your AI, like move there, now turn around,
now search for a player, etc.

You’re probably right.
I’m going to test like that.