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On pruning search trees of impartial games

机译:修剪公正游戏的搜索树

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In this paper we study computing Sprague-Grundy values for short impartial games under the normal play convention. We put forward new game-agnostic methods for effective pruning search trees of impartial games. These algorithms are inspired by the α-β, a well-known pruning method for minimax trees. However, our algorithms prune trees whose node values are assigned by the mex function instead of min/max. We have verified the effectiveness of our algorithms experimentally on instances of some standard impartial games (that is Nim, Chomp, and Cram). Based on the results of our experiments we have concluded that: (1) our methods generally perform well, especially when transposition table can store only a small fraction of all game positions (which is typical when larger games are concerned); (2) one of our algorithms constitutes a more universal alternative to the state-of-the-art algorithm proposed by Lemoine and Viennot.
机译:在本文中,我们研究了在正常比赛规则下计算短公正游戏的Sprague-Grundy值。我们提出了新的与游戏无关的方法,可以有效地修剪公正游戏的搜索树。这些算法的灵感来自著名的minimax树修剪方法α-β。但是,我们的算法修剪树的节点值由mex函数而不是min / max分配。我们已经通过实验验证了我们的算法在某些标准公正游戏(即Nim,Chomp和Cram)实例上的有效性。根据我们的实验结果,我们得出以下结论:(1)我们的方法通常表现良好,尤其是在换位表只能存储所有游戏位置的一小部分时(这是大型游戏时的典型情况); (2)我们的一种算法构成了Lemoine和Viennot提出的最新算法的更通用替代方案。

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