Learn More
This paper proposes a new algorithm, called best reply search (BRS), for deterministic multiplayer games with perfect information. In BRS, only the opponent with the strongest counter move is allowed to make a move. More turns of the root player can be searched resulting in long-term planning. We test BRS in the games of Chinese Checkers, Focus, and(More)
Classic methods such as A* and IDA* are a popular and successful choice for one-player games. However, without an accurate admissible evaluation function , they fail. In this article we investigate whether Monte-Carlo Tree Search (MCTS) is an interesting alternative for one-player games where A* and IDA* methods do not perform well. Therefore, we propose a(More)
The traditional approaches to deterministic one-player games with perfect information (Kendall, Parkes, and Spoerer, 2008) are applying A* (Hart et al., 1968) or IDA* (Korf, 1985). These methods have been quite successful for solving this type of games. The disadvantage of the methods is that they require an admissible heuristic evaluation function. The(More)
NP-complete problems are a challenging task for researchers, who investigate tractable versions and attempt to generalise the methods used for solving them. Over the years a large set of successful standard methods have been developed. We mention A* and IDA* which have proven to be reasonably successful in solving a set of NP-complete problems, particularly(More)
Best-Reply Search (BRS) is a new search technique for game-tree search in multi-player games. In BRS, the exponentially many possibilities that can be considered by opponent players is flattened so that only a single move, the best one among all opponents, is chosen. BRS has been shown to outperform the classic search techniques in several domains. However,(More)
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronically, mechanically, photocopying, recording or otherwise, without prior permission of the author. Preface When I learnt the game of Go, I was intrigued by the contrast between the simplicity of its rules(More)
This article describes a new, game-independent forward-pruning technique for EXPECTIMAX, called CHANCEPROBCUT. It is the first technique to forward prune in chance nodes. Based on the strong correlation between evaluations obtained from searches at different depths, the technique prunes chance events if the result of the chance node is likely to fall(More)
This article analyses quiescence search in an imperfect-information game, Stratego. We point out that there are two key problems. The first problem is the search overhead, and the second problem is the limited information gain. A possible solution to the first and second problem is an Evaluation-Based Quiescence Search (EBQS). Experiments show that this(More)
Stratego 1 is a game of imperfect information, where observations of the opponent's behaviour are crucial for determining the best move. This article describes how one can model the opponent in the game of Stratego, using a Bayesian approach. By observing the moves of the opponent, a probability distribution can be derived to help determine the identity of(More)