Multi-player alpha-beta pruning
Artificial Intelligence
On Pruning Techniques for Multi-Player Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
GIB: imperfect information in a computationally challenging game
Journal of Artificial Intelligence Research
Player modeling, search algorithms and strategies in multi-player games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Modeling social preferences in multi-player games
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
The adversarial activity model for bounded rational agents
Autonomous Agents and Multi-Agent Systems
Max-Prob: an unbiased rational decision making procedure for multiple-adversary environments
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume One
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There are two basic approaches to generalize the propagation mechanism of the two-player Minimax search algorithm to multi-player (3 or more) games: the MaxN algorithm and the Paranoid algorithm. The main shortcoming of these approaches is that their strategy is fixed. In this paper we suggest a new approach (called MP-Mix) that dynamically changes the propagation strategy based on the players' relative strengths between MaxN, Paranoid and a newly presented offensive strategy. In addition, we introduce the Opponent Impact factor for multi-player games, which measures the players' ability to impact their opponents' score, and show its relation to the relative performance of our new MP-Mix strategy. Experimental results show that MP-Mix outperforms all other approaches under most circumstances.