New advances in Alpha-Beta searching
CSC '96 Proceedings of the 1996 ACM 24th annual conference on Computer science
Risk management in game-tree pruning
Information Sciences: an International Journal - Special issue on Heuristic search and computer game playing
Multi-cut &agr;&bgr;-pruning in game-tree search
Theoretical Computer Science
Move Ordering Using Neural Networks
Proceedings of the 14th International conference on Industrial and engineering applications of artificial intelligence and expert systems: engineering of intelligent systems
The principal continuation and the killer heuristic
ACM '77 Proceedings of the 1977 annual conference
Relative efficiency of alpha-beta implementations
IJCAI'83 Proceedings of the Eighth international joint conference on Artificial intelligence - Volume 2
IEEE Transactions on Pattern Analysis and Machine Intelligence
Monte-Carlo Tree Search Solver
CG '08 Proceedings of the 6th international conference on Computers and Games
CHANCEPROBCUT: forward pruning in chance nodes
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
The relative history heuristic
CG'04 Proceedings of the 4th international conference on Computers and Games
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In this paper forward-pruning methods, such as multi-cut and null move, are tested at so-called ALL nodes. We improved the principal variation search by four small but essential additions. The new PVS algorithm guarantees that forward pruning is safe at ALL nodes. Experiments show that multi-cut at ALL nodes (MC-A) when combined with other forward-pruning mechanisms give a significant reduction of the number of nodes searched. In comparison, a (more) aggressive version of the null move (variable null-move bound) gives less reduction at expected ALL nodes. Finally, it is demonstrated that the playing strength of the lines of action program MIA is significantly (scoring 21% more winning points than the opponent) increased by MC-A.