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Game Tree Searching by Min/Max Approximation (1995)  (Make Corrections)  (3 citations)
Ronald L. Rivest
Artificial Intelligence



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Abstract: We present an iterative method for searching min/max game trees based on the idea of approximating the "min" and "max" operators by generalized mean-valued operators. This approximation is used to guide the selection of the next leaf node to expand, since the approximations allow one to select efficiently that leaf node upon whose value the (approximate) value at the root most highly depends. Experimental results from almost 1; 000 games of Connect-Four 1 suggest that our scheme is superior... (Update)

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.... such as the null move heuristic [3] which is quite effective in non zugzwang games, other algorithms have been proposed ( 15] 16] [17] [2] that search the game tree in best first manner, but use an amount of memory roughly on the order of number of nodes searched....

.... the null move heuristic (Beal (1990) other algorithms have been proposed for example by McAllester (1988) Palay (1985) and Rivest (1988) which are able to search the game tree in a best first manner, but use an amount of memory roughly on the order of number of...

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2:   Conspiracy Numbers for Min-Max Search (context) - McAllester - 1988
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2:   A Generalized Quiescence Search Algorithm (context) - Beal - 1990

BibTeX entry:   (Update)

R.L. Rivest. Game tree searching by minmax approximation. Artificial Intelligence, 34(1):77--96, 1988. http://citeseer.ist.psu.edu/rivest95game.html   More

@article{ rivest87game,
    author = "Ronald L. Rivest",
    title = "Game Tree Searching by Min/Max Approximation",
    journal = "Artificial Intelligence",
    volume = "34",
    number = "1",
    pages = "77-96",
    year = "1987",
    url = "citeseer.ist.psu.edu/rivest95game.html" }
Citations (may not include all citations):
373   Cambridge University Press (context) - Hardy, Littelwood et al. - 1934
266   HEURISTICS: Intelligent Search Strategies for Computer Probl.. (context) - Pearl - 1984
107   An Analysis of Alpha-Beta Pruning (context) - Donald, Ronald et al. - 1975  DBLP
98   The Handbook of Artificial Intelligence (context) - Avron, Feigenbaum - 1981
27   The Design and Analysis of Algorithms for Asynchronous Multi.. (context) - Gerard - 1978
25   A Comparison of Minimax Tree Search Algorithms (context) - Murray, Marsland - 1983  DBLP
13   Searching with Probabilities (context) - Palay - 1985  ACM
6   An Investigation of the Causes of Pathology in Games (context) - Dana - 1982  DBLP
6   Pathology on Game Trees Revisited, and an Alternative to Min.. (context) - Dana - 1983  DBLP
5   An evaluation of two alternatives to minimax (context) - Dana, Paul et al. - 1985  DBLP
4   The B* Tree Search Algorithm: A Best--First Proof Procedure (context) - Hans - 1979
3   Searching Problem-Solving and Game-Playing Trees for Minimal.. (context) - Nilsson - 1968
1   A Minimax Algorithm Better than Alpha-Beta (context) - Stockman - 1979
1   A Minimax Algorithm Better than Alpha-Beta? Yes and No (context) - Roizen - 1983  DBLP
1   A New Procedure for Growing Min-Max Trees (context) - David

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Picking the Best Expert from a Sequence - Bergman, Rivest (1995)   (Correct)
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Geometric Cryptography: Identification by Angle Trisection - Burmester, Rivest, Shamir (1997)   (Correct)

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