Heuristics: intelligent search strategies for computer problem solving
Heuristics: intelligent search strategies for computer problem solving
Presence and absence of pathology on game trees
Advances in computer chess
Expected-Outcome: A General Model of Static Evaluation
IEEE Transactions on Pattern Analysis and Machine Intelligence
Correlation of Boolean Functions and Pathology in Recursion Trees
SIAM Journal on Discrete Mathematics
One jump ahead: challenging human supremacy in checkers
One jump ahead: challenging human supremacy in checkers
Journal of the ACM (JACM)
Computers and Intractability: A Guide to the Theory of NP-Completeness
Computers and Intractability: A Guide to the Theory of NP-Completeness
Behind Deep Blue: Building the Computer that Defeated the World Chess Champion
Behind Deep Blue: Building the Computer that Defeated the World Chess Champion
Combinatorial Games with Exponential Space Complete Decision Problems
Proceedings of the Mathematical Foundations of Computer Science 1984
Computing a Perfect Strategy for n*n Chess Requires Time Exponential in N
Proceedings of the 8th Colloquium on Automata, Languages and Programming
Improved game play by multiple computer hints
Theoretical Computer Science - Algorithmic combinatorial game theory
Scalable Search in Computer Chess: Algorithmic Enhancements and Experiments at High Search Depths (Computational Intelligence)
The Origins of Digital Computers: Selected Papers (Monographs in Computer Science)
The Origins of Digital Computers: Selected Papers (Monographs in Computer Science)
IEEE Annals of the History of Computing
Efficient selectivity and backup operators in Monte-Carlo tree search
CG'06 Proceedings of the 5th international conference on Computers and games
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
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One hundred years ago, in 1912 game tree search was introduced as a scientific field by Ernst Zermelo in a concise 4-page paper. Almost four decades later the first computers were there, and three more or less concrete proposals for a Chess computer program were made by Norbert Wiener, Claude Shannon, and Alan Turing. After a long march of craftsmanship, in 1997 computer Deep Blue beat the best human Chess player in a match with six games. The other big classic in the world of games is Go from Asia. The approach from computer Chess does not work in Go. But in 2006 a Monte Carlo tree search procedure became the starting point of a triumph march. Within the following six years computer Go programs have reached a level near to that of the best western amateur players. Also in other games like Havannah, Monte Carlo search led to tremendous progress in computer playing strength. We describe the origins of game tree search in the early 20th century and discuss some of the waves of progress. With the help of C. Donninger we also meditate about the twilight role of science and scientific research for progress in game programming.