Experiments With Some Programs That Search Game Trees
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 Alph...
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Veröffentlicht in: | Journal of the ACM 1969-04, Vol.16 (2), p.189-207 |
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Hauptverfasser: | , |
Format: | Artikel |
Sprache: | eng |
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Online-Zugang: | Volltext |
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Zusammenfassung: | 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. |
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ISSN: | 0004-5411 1557-735X |
DOI: | 10.1145/321510.321511 |