Experiments With Some Programs That Search Game Trees
From MaRDI portal
Publication:5630563
DOI10.1145/321510.321511zbMath0224.68009OpenAlexW2108424472MaRDI QIDQ5630563
John K. Dixon, James R. Slagle
Publication date: 1969
Published in: Journal of the ACM (Search for Journal in Brave)
Full work available at URL: https://doi.org/10.1145/321510.321511
Graph theory (including graph drawing) in computer science (68R10) Problem solving in the context of artificial intelligence (heuristics, search strategies, etc.) (68T20)
Related Items
A generalization of alpha-beta and \(SSS^*\) search procedures, Searching minimax game trees under memory space constraint, A world-championship-level Othello program, Best-first minimax search, A Bayesian approach to relevance in game playing, A minimax algorithm better than alpha-beta?, Asymptotic properties of minimax trees and game-searching procedures, The \(PN^{*}\)-search algorithm: Application to tsume-shogi, An analysis of alpha-beta pruning, The efficiency of the alpha-beta search on trees with branch-dependent terminal node scores, Problem representations and formal properties of heuristic search, On the branching factor of the alpha-beta pruning algorithm, An admissible and optimal algorithm for searching AND/OR graphs, The technology chess program, An algorithm to generate prime implicants and its application to the selection problem, Applying the minimax rule over graphs which are not trees, A comparison of minimax tree search algorithms, Using Chunking to solve chess pawn endgames, The multi-player version of minimax displays game-tree pathology, Probabilistic opponent-model search, Proof-number search, Special issue: Heuristic search and computer game playing