Control strategies for two-player games
ACM Computing Surveys (CSUR)
Artificial Intelligence
Benefits of using multivalued functions for minimaxing
Artificial Intelligence
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Quality of decision versus depth of search on game trees
Quality of decision versus depth of search on game trees
Bias and pathology in minimax search
Theoretical Computer Science - Advances in computer games
Pessimistic Heuristics Beat Optimistic Ones in Real-Time Search
Proceedings of the 2006 conference on ECAI 2006: 17th European Conference on Artificial Intelligence August 29 -- September 1, 2006, Riva del Garda, Italy
Thinking Too Much: Pathology in Pathfinding
Proceedings of the 2008 conference on ECAI 2008: 18th European Conference on Artificial Intelligence
Lookahead pathologies for single agent search
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Why minimax works: an alternative explanation
IJCAI'05 Proceedings of the 19th international joint conference on Artificial intelligence
Pathology on game trees revisited, and an alternative to minimaxing
Artificial Intelligence
Is real-valued minimax pathological?
Artificial Intelligence
Modeling social preferences in multi-player games
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Improving game-tree search by incorporating error propagation and social orientations
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
Independent-valued minimax: Pathological or beneficial?
Theoretical Computer Science
A case of pathology in multiobjective heuristic search
Journal of Artificial Intelligence Research
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In situations where one needs to make a sequence of decisions, it is often believed that looking ahead will help produce better decisions. However, it was shown 30 years ago that there are ''pathological'' situations in which looking ahead is counterproductive. Two long-standing open questions are (a) what combinations of factors have the biggest influence on whether lookahead pathology occurs, and (b) whether it occurs in real-world decision-making. This paper includes simulation results for several synthetic game-tree models, and experimental results for three well-known board games: two chess endgames, kalah (with some modifications to facilitate experimentation), and the 8-puzzle. The simulations show the interplay between lookahead pathology and several factors that affect it; and the experiments confirm the trends predicted by the simulation models. The experiments also show that lookahead pathology is more common than has been thought: all three games contain situations where it occurs.