Searching game trees under memory constraints

  • Authors:
  • Subir Bhattacharya;Amitava Hagchi

  • Affiliations:
  • Indian Institute of Management Calcutta, Calcutta, India;Indian Institute of Management Calcutta, Calcutta, India

  • Venue:
  • AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
  • Year:
  • 1996

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Abstract

The best-first game-tree search algorithm SSS* has greater pruning power than the depth-first algorithm Alpha-Beta. Yet it is seldom used in practice because it is slow in execution and requires substantial memory. Variants of SSS* have been proposed in recent years that overcome some, but not all, of its limitations. The recursive controlled-memory best-first search scheme MemSSS* described here is a new derivative of SSS* that compares favourably with Alpha-Beta in respect of all three major performance measures, namely, pruning power, running time and memory needs. MemSSS* improves upon an earlier controlled-memory algorithm IterSSS* which has most of the desired properties but is slow in execution.