作者: Richard E. Korf , Nathan R. Sturtevant
DOI:
关键词: Computer science 、 Principal variation search 、 Tree (data structure) 、 Search tree 、 Heuristic 、 Minimax 、 Null-move heuristic 、 Killer heuristic 、 Algorithm 、 Pruning (decision trees)
摘要: Max n (Luckhardt and Irani, 1986) is the extension of minimax backup rule to multi-player games. We have shown that only a limited version alpha-beta pruning, shallow can be applied max search tree. extend this work by calculating exact bounds needed use pruning technique. In addition, we show branch-and-bound using monotonic heuristic, has same limitations as in present hybrid these algorithms, which combines heuristic backed-up values prune even more effectively. also briefly discuss reduction n-player game ‘paranoid’ 2-player game. Sergeant Major, 3-player card game, averaged node expansions over 200 height 15 trees. Shallow each reduced factor about 100. Alpha-beta an additional 19. The was 3 better than branchand-bound. Using another 12.