Some studies in machine learning using the game of checkers
Computers & thought
Realization of a geometry-theorem proving machine
Computers & thought
Empirical explorations of the geometry-theorem proving machine
Computers & thought
Journal of the ACM (JACM)
A Heuristic Program that Solves Symbolic Integration Problems in Freshman Calculus
Journal of the ACM (JACM)
Experiments With a Multipurpose, Theorem-Proving Heuristic Program
Journal of the ACM (JACM)
Computers and Thought
LISP 1.5 Programmer's Manual
Control strategies for two-player games
ACM Computing Surveys (CSUR)
The History Heuristic and Alpha-Beta Search Enhancements in Practice
IEEE Transactions on Pattern Analysis and Machine Intelligence
A bibliography on minimax trees
ACM SIGACT News
On the Optimal Solutions to AND/OR Series-Parallel Graphs
Journal of the ACM (JACM)
Optimal Search on Some Game Trees
Journal of the ACM (JACM)
On optimal algorithms for solving bi-valued game trees
CSC '87 Proceedings of the 15th annual conference on Computer Science
Polynomial evaluations of bi-valued game trees
CSC '86 Proceedings of the 1986 ACM fourteenth annual conference on Computer science
Parallel Search of Strongly Ordered Game Trees
ACM Computing Surveys (CSUR)
The solution for the branching factor of the alpha-beta pruning algorithm and its optimality
Communications of the ACM
Experiments with the M & N tree-searching program
Communications of the ACM
Application of game tree searching techniques to sequential pattern recognition
Communications of the ACM
An analysis of the full alpha-beta pruning algorithm
STOC '78 Proceedings of the tenth annual ACM symposium on Theory of computing
Implementation of a dynamic tree searching algorithm in a chess programme
ACM '73 Proceedings of the ACM annual conference
The principal continuation and the killer heuristic
ACM '77 Proceedings of the 1977 annual conference
Heuristic search theory: survey of recent results
IJCAI'81 Proceedings of the 7th international joint conference on Artificial intelligence - Volume 1
Relative efficiency of alpha-beta implementations
IJCAI'83 Proceedings of the Eighth international joint conference on Artificial intelligence - Volume 2
A number theory approach to problem representation and solution
IJCAI'73 Proceedings of the 3rd international joint conference on Artificial intelligence
On the branching factor of the alpha-beta pruning algorithm
Artificial Intelligence
An algorithm to generate prime implicants and its application to the selection problem
Information Sciences: an International Journal
Comparing minimax and product in a variety of games
AAAI'87 Proceedings of the sixth National conference on Artificial intelligence - Volume 1
Comparing minimax and product in a variety of games
AAAI'87 Proceedings of the sixth National conference on Artificial intelligence - Volume 1
On optimal game tree propagation for imperfect players
AAAI'92 Proceedings of the tenth national conference on Artificial intelligence
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Many problems in artificial intelligence involve the searching of large trees of alternative possibilities—for example, game-playing and theorem-proving. The problem of efficiently searching large trees is discussed. A new method called “dynamic ordering” is described, and the older minimax and Alpha-Beta procedures are described for comparison purposes. Performance figures are given for six variations of the game of kalah. A quantity called “depth ratio” is derived which is a measure of the efficiency of a search procedure. A theoretical limit of efficiency is calculated and it is shown experimentally that the dynamic ordering procedure approaches that limit.