Proof-number search
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Cites work
- A comparison of minimax tree search algorithms
- A minimax algorithm better than alpha-beta?
- An analysis of alpha-beta pruning
- Conspiracy numbers for min-max search
- Depth-first iterative-deepening: An optimal admissible tree search
- Depth-m search in branch-and-bound algorithms
- Embedding decision-analytic control in a learning architecture
- Experiments With Some Programs That Search Game Trees
- Heuristic search in restricted memory
- scientific article; zbMATH DE number 4162292 (Why is no real title available?)
- scientific article; zbMATH DE number 42235 (Why is no real title available?)
- scientific article; zbMATH DE number 46977 (Why is no real title available?)
- scientific article; zbMATH DE number 3106184 (Why is no real title available?)
- Optimal problem-solving search: All-or-none solutions
- Principles of metareasoning
- Qubic: 4 × 4 × 4 Tic-Tac-Toe
Cited in
(28)- A solution to the GHI problem for best-first search
- An effective two-level proof-number search algorithm
- On solving the 7,7,5-game and the 8,8,5-game
- Best-first fixed-depth minimax algorithms
- Minimal Proof Search for Modal Logic K Model Checking
- The advertisement game solutions of manufacturers' noncooperative strategy -- application of dynamic programming method
- Job-level proof-number search for Connect6
- Evaluation-function based proof-number search
- Conspiracy number search with relative sibling scores
- scientific article; zbMATH DE number 988841 (Why is no real title available?)
- Multiple-outcome proof number search
- Monte-Carlo Tree Search Solver
- A New Proof-Number Calculation Technique for Proof-Number Search
- About the Completeness of Depth-First Proof-Number Search
- Weak Proof-Number Search
- Proof trees for weak achievement games
- scientific article; zbMATH DE number 1759673 (Why is no real title available?)
- Information capture and reuse strategies in Monte Carlo Tree Search, with applications to games of hidden information
- Proof-Number Search and Its Variants
- CONNECTIVITY IN THE GAME OF GO
- MONTE CARLO GO CAPTURING TACTIC SEARCH
- BEST PLAY IN FANORONA LEADS TO DRAW
- The \(PN^{*}\)-search algorithm: Application to tsume-shogi
- Computer shogi
- Games solved: Now and in the future
- Computer Go: An AI oriented survey
- Artificial intelligence for games
- Dynamic programming and board games: a survey
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