Maarten P. D. Schadd

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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)
representation of the game. It was programmed in LISP. Further use of abstraction was also studied by Friedenbach (1980). The combination of search, heuristics, and expert systems led to the best programs in the eighties. At the end of the eighties a new type of Go programs emerged. These programs made an intensive use of pattern recognition. This approach(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)
Classical methods such as A* and IDA* are a popular and successful choice for one-player games. However, they fail without an accurate admissible evaluation function. In this paper 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)
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)
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)
Best-Reply Search (BRS) is a new search technique for gametree 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)
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)
Stratego 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)