Experiments in search and knowledge
Experiments in search and knowledge
Low overhead alternatives to SSS*
Artificial Intelligence
Multiprocessor tree-search experiments
Advances in computer chess
Conspiracy numbers for min-max search
Artificial Intelligence
Distributed game-tree searching
Journal of Parallel and Distributed Computing
Artificial Intelligence - Special issue on computer chess
Singular extensions: adding selectivity to brute-force searching
Artificial Intelligence - Special issue on computer chess
A parallel search chess program
ACM '85 Proceedings of the 1985 ACM annual conference on The range of computing : mid-80's perspective: mid-80's perspective
Experiments With Some Programs That Search Game Trees
Journal of the ACM (JACM)
The principal continuation and the killer heuristic
ACM '77 Proceedings of the 1977 annual conference
The design and analysis of algorithms for asynchronous multiprocessors.
The design and analysis of algorithms for asynchronous multiprocessors.
Quality of decision versus depth of search on game trees
Quality of decision versus depth of search on game trees
Performance analysis of the technology chess program.
Performance analysis of the technology chess program.
All the right moves: a vlsi architecture for chess
All the right moves: a vlsi architecture for chess
Human Problem Solving
Checkers program to challenge for world championship
ACM SIGART Bulletin
Minimax Search Algorithms With and Without Aspiration Windows
IEEE Transactions on Pattern Analysis and Machine Intelligence
A bibliography on minimax trees
ACM SIGACT News
Studying overheads in massively parallel MIN/MAX-tree evaluation
SPAA '94 Proceedings of the sixth annual ACM symposium on Parallel algorithms and architectures
New advances in Alpha-Beta searching
CSC '96 Proceedings of the 1996 ACM 24th annual conference on Computer science
Learning to Play Chess Using Temporal Differences
Machine Learning
Enhanced Iterative-Deepening Search
IEEE Transactions on Pattern Analysis and Machine Intelligence
Machines that learn to play games
IDEAL '02 Proceedings of the Third International Conference on Intelligent Data Engineering and Automated Learning
Unifying Single-Agent and Two-Player Search
AI '00 Proceedings of the 13th Biennial Conference of the Canadian Society on Computational Studies of Intelligence: Advances in Artificial Intelligence
Multi-cut Pruning in Alpha-Beta Search
CG '98 Proceedings of the First International Conference on Computers and Games
A Shogi Processor with a Field Programmable Gate Array
CG '00 Revised Papers from the Second International Conference on Computers and Games
Plausible Move Generation Using Move Merit Analysis with Cut-Off Thresholds in Shogi
CG '00 Revised Papers from the Second International Conference on Computers and Games
Genetic algorithms for mentor-assisted evaluation function optimization
Proceedings of the 10th annual conference on Genetic and evolutionary computation
A Twofold Distributed Game-Tree Search Approach Using Interconnected Clusters
Euro-Par '08 Proceedings of the 14th international Euro-Par conference on Parallel Processing
Knowledge Generation for Improving Simulations in UCT for General Game Playing
AI '08 Proceedings of the 21st Australasian Joint Conference on Artificial Intelligence: Advances in Artificial Intelligence
General Game Playing with Ants
SEAL '08 Proceedings of the 7th International Conference on Simulated Evolution and Learning
Simulating human grandmasters: evolution and coevolution of evaluation functions
Proceedings of the 11th Annual conference on Genetic and evolutionary computation
AAAI'04 Proceedings of the 19th national conference on Artifical intelligence
RankCut: a domain independent forward pruning method for games
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Automatic heuristic construction in a complete general game player
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Automatic heuristic construction for general game playing
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Fluxplayer: a successful general game player
AAAI'07 Proceedings of the 22nd national conference on Artificial intelligence - Volume 2
Simulation-based approach to general game playing
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 1
Achieving master level play in 9×9 computer go
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Dynamic control in real-time heuristic search
Journal of Artificial Intelligence Research
Complete solution of the eight-puzzle and the benefit of node ordering in IDA
IJCAI'93 Proceedings of the 13th international joint conference on Artifical intelligence - Volume 1
Best-first fixed-depth game-tree search in practice
IJCAI'95 Proceedings of the 14th international joint conference on Artificial intelligence - Volume 1
Using aspiration windows for minimax algorithms
IJCAI'91 Proceedings of the 12th international joint conference on Artificial intelligence - Volume 1
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 1
Monte-Carlo exploration for deterministic planning
IJCAI'09 Proceedings of the 21st international jont conference on Artifical intelligence
Coevolving intelligent game players in a cultural framework
CEC'09 Proceedings of the Eleventh conference on Congress on Evolutionary Computation
Fast forward planning by guided enforced hill climbing
Engineering Applications of Artificial Intelligence
Exploiting graph properties of game trees
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Expert-driven genetic algorithms for simulating evaluation functions
Genetic Programming and Evolvable Machines
Monte-Carlo tree search and rapid action value estimation in computer Go
Artificial Intelligence
Self-teaching adaptive dynamic programming for Gomoku
Neurocomputing
A study of UCT and its enhancements in an artificial game
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Automatic generation of search engines
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Player modeling, search algorithms and strategies in multi-player games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Solving probabilistic combinatorial games
ACG'05 Proceedings of the 11th international conference on Advances in Computer Games
Building a world-champion arimaa program
CG'04 Proceedings of the 4th international conference on Computers and Games
The relative history heuristic
CG'04 Proceedings of the 4th international conference on Computers and Games
Current challenges in multi-player game search
CG'04 Proceedings of the 4th international conference on Computers and Games
Tree pruning for new search techniques in computer games
Advances in Artificial Intelligence
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Many enhancements to the alpha-beta algorithm have been proposed to help reduce the size of minimax trees. A recent enhancement, the history heuristic, which improves the order in which branches are considered at interior nodes is described. A comprehensive set of experiments is reported which tries all combinations of enhancements to determine which one yields the best performance. In contrast, previous work on assessing their performance has concentrated on the benefits of individual enhancements or a few combinations. The aim is to find the combination that provides the greatest reduction in tree size. Results indicate that the history heuristic combined with transposition tables significantly outperforms other alpha-beta enhancements in application-generated game trees. For trees up to depth 8, this combination accounts for 99% of the possible reductions in tree size, with the other enhancements yielding insignificant gains.