Affiliation:
1. Distributed Computing Systems, Belfast, UK
Abstract
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.
Cited by
2 articles.
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1. New Age Chess Engine;2023 4th International Conference for Emerging Technology (INCET);2023-05-26
2. Classification of Dengue Gene Expression Using Entropy-Based Feature Selection and Pruning on Neural Network;Advances in Intelligent Systems and Computing;2018