Artificial Intelligence
The PN -search algorithm: application to tsume-shogi
Artificial Intelligence - Special issue on heuristic search in artificial intelligence
Games solved: now and in the future
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Superlinear Speedup in Parallel State-Space Search
Proceedings of the Eighth Conference on Foundations of Software Technology and Theoretical Computer Science
XtremWeb: A Generic Global Computing System
CCGRID '01 Proceedings of the 1st International Symposium on Cluster Computing and the Grid
BOINC: A System for Public-Resource Computing and Storage
GRID '04 Proceedings of the 5th IEEE/ACM International Workshop on Grid Computing
Parallel Monte-Carlo Tree Search
CG '08 Proceedings of the 6th international conference on Computers and Games
Search versus knowledge for solving life and death problems in Go
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 3
A Volunteer-Computing-Based Grid Environment for Connect6 Applications
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 01
Improving depth-first PN-search: 1 + Ɛ trick
CG'06 Proceedings of the 5th international conference on Computers and games
Randomized parallel proof-number search
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
A new family of k-in-a-row games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Theoretical Computer Science
Bitboard knowledge base system and elegant search architectures for Connect6
Knowledge-Based Systems
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This paper proposes a new approach for proof number (PN) search, named job-level PN (JL-PN) search, where each search tree node is evaluated or expanded by a heavy-weight job, which takes normally over tens of seconds. Such JL-PN search is well suited for parallel processing, since these jobs are allowed to be performed by remote processors independently. This paper applies JL-PN search to solving automatically several Connect6 positions including openings on desktop grids. For some of these openings, so far no human expert had been able to find a winning strategy. Our experiments also show that the speedups for solving the test positions are roughly linear, fluctuating from sublinear to superlinear. Hence, JL-PN search appears to be a quite promising approach to solving games.