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Correct and efficient search algorithms in the presence of repetitions.

机译:在重复的情况下正确和有效的搜索算法。

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AND/OR tree search has been a fundamental topic in Artificial Intelligence, because many tasks can be decomposed into subtasks, such that either all (AND) or one (OR) of them must be solved. Recent AND/OR tree search algorithms have become powerful, especially by using the notion of proof and disproof numbers. However, there are limitations of these algorithms if the search space involves repetitions. Repetitions cause a problem of efficiency versus correctness. Some approaches incorrectly deal with repetitions to preserve search efficiency. As a result, they occasionally return incorrect solutions. Other approaches compromise efficiency to guarantee correctness. However, they are not efficient enough to become satisfactory choices of practitioners.; This thesis presents effective and correct methods for AND/OR tree search with repetitions. The one-eye problem in the game of Go, tsume-Go (life and death problem), and checkers are used as application domains to explore the new techniques.; The thesis contains four research contributions. First of all, a solution to the Graph History Interaction (GHI) problem, which may cause a solver to return the incorrect outcome because of repetitions, is presented. Theoretical and empirical results show that the GHI solution is general, correct, and efficient. Secondly, a performance problem is presented when the depth-first proof number (df-pn) search algorithm, which is an effective algorithm using proof and disproof numbers, is adapted to domains involving repetitions. A solution to the problem is given and dramatical improvements over df-pn are empirically achieved. Thirdly, on top of these solutions, domain dependent enhancements are added to the programs that solve the one-eye and tsume-Go problems. These techniques are very promising, and contribute to surpass the performance of the best existing tsume-Go solver. Finally, a divide and conquer approach that can reduce the search space is presented. This approach further improves the performance of the one-eye solver.
机译:AND / OR树搜索一直是人工智能的基本主题,因为许多任务可以分解为子任务,因此必须解决所有(AND)或其中一个(OR)的问题。最近的AND / OR树搜索算法已经变得功能强大,尤其是通过使用证明和证明数字的概念。但是,如果搜索空间涉及重复,则这些算法存在局限性。重复会导致效率与正确性的问题。一些方法错误地处理重复以保持搜索效率。结果,他们偶尔返回错误的解决方案。其他方法会损害效率以确保正确性。但是,它们的效率不足以使从业人员不满意。本文提出了一种有效的,正确的,重复的与/或树搜索方法。 Go,tsume-Go(生死问题)和检查器等游戏中的单眼问题被用作应用领域,以探索新技术。本论文包含四个研究贡献。首先,提出了“图形历史交互”(GHI)问题的解决方案,该问题可能会导致求解器由于重复而返回错误的结果。理论和实验结果表明,GHI解决方案是通用,正确和有效的。其次,当深度优先证明数(df-pn)搜索算法(一种使用证明数和非证明数的有效算法)适用于涉及重复的域时,会出现性能问题。给出了该问题的解决方案,并且凭经验实现了对df-pn的巨大改进。第三,在这些解决方案的基础上,将与域相关的增强功能添加到了解决单眼和tsume-Go问题的程序中。这些技术非常有前途,并且有助于超越现有最好的tsume-Go求解器的性能。最后,提出了一种可以减少搜索空间的分而治之的方法。这种方法进一步提高了单眼求解器的性能。

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