The solution for the branching factor of the alpha-beta pruning algorithm and its optimality
Communications of the ACM
Single-agent search in the presence of deadlocks
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Finding optimal strategies for imperfect information games
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Optimal Play against Best Defence: Complexity and Heuristics
CG '98 Proceedings of the First International Conference on Computers and Games
Solving Kriegspiel-Like Problems: Examining Efficient Search Methods
CG '00 Revised Papers from the Second International Conference on Computers and Games
Finding equilibria in large sequential games of imperfect information
EC '06 Proceedings of the 7th ACM conference on Electronic commerce
Science of Computer Programming
Lossless abstraction of imperfect information games
Journal of the ACM (JACM)
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
GIB: steps toward an expert-level bridge-playing program
IJCAI'99 Proceedings of the 16th international joint conference on Artifical intelligence - Volume 1
Learning without human expertise: a case study of the double dummy bridge problem
IEEE Transactions on Neural Networks
Monte Carlo search applied to card selection in magic: the gathering
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
A skat player based on Monte-Carlo simulation
CG'06 Proceedings of the 5th international conference on Computers and games
Using payoff-similarity to speed up search
IJCAI'11 Proceedings of the Twenty-Second international joint conference on Artificial Intelligence - Volume Volume One
Randomized sampling for large zero-sum games
Automatica (Journal of IFAC)
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We introduce a new form of game search called partition search that incorporates dependency analysis, allowing substantial reductions in the portion of the tree that needs to be expanded. Both theoretical results and experimental data are presented. For the game of bridge, partition search provides approximately as much of an improvement over existing methods as α-(β pruning provides over minimax.