TY - GEN
T1 - Bounded suboptimal game tree search
AU - Atzmon, Dor
AU - Stern, Roni
AU - Saffidine, Abdallah
N1 - Publisher Copyright:
© 2018, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.
PY - 2018
Y1 - 2018
N2 - Finding the minimax value of a game is an important problem in a variety of fields, including game theory, decision theory, statistics, philosophy, economics, robotics, and security. Classical algorithms such as the Minimax algorithm can be used to find the minimax value, but require iterating over the entire game tree, which is in many cases too large. Alpha-Beta pruning identifies portions of the game tree that are not necessary for finding the minimax value, but in many cases the remaining part of the game tree is still too large to search in reasonable time. For such cases, we propose a class of algorithms that accepts a parameter ? and returns a value that is guaranteed to be at most ? away from the true minimax value. We lay the theoretical foundation for building such algorithms and present one such algorithm based on Alpha-Beta. Experimentally, we show that our algorithm allows controlling this runtime/solution quality tradeoff effectively.
AB - Finding the minimax value of a game is an important problem in a variety of fields, including game theory, decision theory, statistics, philosophy, economics, robotics, and security. Classical algorithms such as the Minimax algorithm can be used to find the minimax value, but require iterating over the entire game tree, which is in many cases too large. Alpha-Beta pruning identifies portions of the game tree that are not necessary for finding the minimax value, but in many cases the remaining part of the game tree is still too large to search in reasonable time. For such cases, we propose a class of algorithms that accepts a parameter ? and returns a value that is guaranteed to be at most ? away from the true minimax value. We lay the theoretical foundation for building such algorithms and present one such algorithm based on Alpha-Beta. Experimentally, we show that our algorithm allows controlling this runtime/solution quality tradeoff effectively.
UR - http://www.scopus.com/inward/record.url?scp=85091049048&partnerID=8YFLogxK
M3 - Conference contribution
T3 - Proceedings of the 11th International Symposium on Combinatorial Search, SoCS 2018
SP - 10
EP - 18
BT - Proceedings of the 11th International Symposium on Combinatorial Search, SoCS 2018
A2 - Bulitko, Vadim
A2 - Storandt, Sabine
PB - AAAI Press
T2 - 11th International Symposium on Combinatorial Search, SoCS 2018
Y2 - 14 July 2018 through 15 July 2018
ER -