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Tree Pruning for New Search Techniques in Computer Games

机译:修剪计算机游戏中新的搜索技术

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This paper proposes a new mechanism for pruning a search game tree in computer chess. The algorithm stores and then reuses chains or sequences of moves, built up from previous searches. These move sequences have a built-in forward-pruning mechanism that can radically reduce the search space. A typical search process might retrieve a move from a Transposition Table, where the decision of what move to retrieve would be based on the position itself. This algorithm stores move sequences based on what previous sequences were better, or caused cutoffs. The sequence is then returned based on the current move only. This is therefore position independent and could also be useful in games with imperfect information or uncertainty, where the whole situation is not known at any one time. Over a small set of tests, the algorithm was shown to clearly out perform Transposition Tables, both in terms of search reduction and game-play results. Finally, a completely new search process will be suggested for computer chess or games in general.
机译:本文提出了一种新的修剪国际象棋中搜索树的机制。该算法存储并重用从先前搜索中构建的移动链或移动序列。这些移动序列具有内置的正向修剪机制,可以从根本上减少搜索空间。典型的搜索过程可能会从“换位表”中检索移动,其中要检索的移动的决定将基于位置本身。该算法基于哪些先前的序列更好或更导致中断来存储移动序列。然后仅基于当前移动返回该序列。因此,这与位置无关,并且在信息不完善或不确定的游戏中也很有用,因为在这种情况下任何时候都无法了解整个情况。在少量测试中,无论是在减少搜索量还是在游戏结果上,该算法均表现出明显优于换位表的性能。最后,对于一般的国际象棋或游戏,将提出一个全新的搜索过程。

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