In this paper a complete theory of game tree algorithms is presented, entirely based upon the notion of a solution tree. Two types of solution trees are distinguished: max and min solution trees respctively. We show that most game tree algorithms construct a superposition of a max and a min solution tree. Moreover, we formulate a general cut-off criterion in terms of solution trees. In the second half of this paper four well known algorithms, viz., alphabeta, SSS*, MTD and Scout are studied extensively. We show how solution trees feature in these algorithms and how the cut-off criterion is applied. Keywords: Game tree search, Minimax search, Solution trees, Alpha-beta, SSS*, MTD, (Nega)Scout. 1 Introduction A game tree models the behavior...
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth min...
textabstractA new version of the SSS* algorithm for searching game trees is presented. This algorith...
AbstractWe describe a very simple selective search algorithm for two-player games, called best-first...
textabstractIn this paper, a theory of game tree algorithms is presented, entirely based upon the co...
textabstractIn this paper a complete theory of game tree algorithms is presented, entirely based upo...
AbstractIn this paper a theory of game tree algorithms is presented, entirely based upon the concept...
A game tree algorithm is an algorithm computing the minimax value of the root of a game tree. Many a...
AbstractIn this paper a theory of game tree algorithms is presented, entirely based upon the concept...
A game tree algorithm is an algorithm computing the minimax value of the root of a game tree. Two we...
textabstractA game tree algorithm is an algorithm computing the minimax value of the root of a game ...
The state space of most adversary games is a directed graph. However, due to the success of simple r...
A theory of heuristic game tree search and evalua-tion functions for estimating minimax values is de...
textabstractThis paper deals with algorithms searching trees generated by two-person, zero-sum games...
Abstract. This paper deals with algorithms searching trees generated by two-person, zero-sum games w...
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth min...
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth min...
textabstractA new version of the SSS* algorithm for searching game trees is presented. This algorith...
AbstractWe describe a very simple selective search algorithm for two-player games, called best-first...
textabstractIn this paper, a theory of game tree algorithms is presented, entirely based upon the co...
textabstractIn this paper a complete theory of game tree algorithms is presented, entirely based upo...
AbstractIn this paper a theory of game tree algorithms is presented, entirely based upon the concept...
A game tree algorithm is an algorithm computing the minimax value of the root of a game tree. Many a...
AbstractIn this paper a theory of game tree algorithms is presented, entirely based upon the concept...
A game tree algorithm is an algorithm computing the minimax value of the root of a game tree. Two we...
textabstractA game tree algorithm is an algorithm computing the minimax value of the root of a game ...
The state space of most adversary games is a directed graph. However, due to the success of simple r...
A theory of heuristic game tree search and evalua-tion functions for estimating minimax values is de...
textabstractThis paper deals with algorithms searching trees generated by two-person, zero-sum games...
Abstract. This paper deals with algorithms searching trees generated by two-person, zero-sum games w...
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth min...
Knuth and Moore presented a theoretical lower bound on the number of leaves that any fixed-depth min...
textabstractA new version of the SSS* algorithm for searching game trees is presented. This algorith...
AbstractWe describe a very simple selective search algorithm for two-player games, called best-first...