7 research outputs found

    Game tree algorithms and solution trees

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    In this paper, a theory of game tree algorithms is presented, entirely based upon the concept of solution tree. Two types of solution trees are distinguished: max and min trees. Every game tree algorithm tries to prune nodes as many as possible from the game tree. A cut-off criterion in terms of solution trees will be formulated, which can be used to eliminate nodes from the search without affecting the result. Further, we show that any algorithm actually constructs a superposition of a max and a min solution tree. Finally, we will see, how solution trees and the related cutoff criterion are applied in major game tree algorithms, like alpha-beta and MTD

    Trends in game tree search

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    This paper deals with algorithms searching trees generated by two-person, zero-sum games with perfect information. The standard algorithm in this field is alpha-beta. We will discuss this algorithm as well as extensions, like transposition tables, iterative deepening and NegaScout. Special attention is devoted to domain knowledge pertaining to game trees, more specifically to solution trees. The above mentioned algorithms implement depth first search. The alternative is best first search. The best known algorithm in this area is Stockman's SSS*. We treat a variant equivalent to SSS* called SSS-2. These algorithms are provably better than alpha-beta, but it needs a lot of tweaking to show this in practice. A variant of SSS-2, cast in alpha-beta terms, will be discussed which does realize this potential. This algorithm is however still worse than NegaScout. On the other hand, applying a similar idea as the one behind NegaScout to this last SSS version yields the best (sequential) game tree searcher known up till now: MTD(f)

    Best-First and Depth-First Minimax Search in practice

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    Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-first procedure, for searching minimax trees. SSS*, with its best-first search strategy, reportedly offers the potential for more efficient search. However, the complex formulation of the algorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search efficiency of "smart" best-first SSS* has cast doubt on the effectiveness of "dumb" depth-first Alpha-Beta

    Alternância entre competiçao e colaboraçao para promover o aprendizado por meio de heurísticas de jogos

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    Orientador: Alexandre Ibrahim DireneInclui apendiceDissertaçao (mestrado) - Universidade Federal do Paraná, Setor de Ciencias Exatas, Programa de Pós-Graduaçao em Informática. Defesa: Curitiba, 2006Inclui bibliografi

    Author index—Volumes 1–89

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    Low overhead alternatives to SSS

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    Of the many minimax algorithms, SSS* is noteworthy because it usually searches the smallest game trees. Its success can be attributed to the accumulation and use of information acquired while traversing the tree. The main disadvantages of SSS* are its high storage needs and management costs. This paper describes a class of methods, based on the popular alpha-beta algorithm, that acquire and use information to guide a tree search. They retain a given search direction and yet are as good as SSS*, even while searching random trees. Further, although some of these new algorithms also require substantial storage, they are more flexible and can be programmed to use onl
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