Control strategies for two-player games

@article{Abramson1989ControlSF,
  title={Control strategies for two-player games},
  author={Bruce Abramson},
  journal={ACM Comput. Surv.},
  year={1989},
  volume={21},
  pages={137-161}
}
  • B. Abramson
  • Published 1989
  • Computer Science
  • ACM Comput. Surv.
Computer games have been around for almost as long as computers. Most of these games, however, have been designed in a rather ad hoc manner because many of their basic components have never been adequately defined. In this paper some deficiencies in the standard model of computer games, the minimax model, are pointed out and the issues that a general theory must address are outlined. Most of the discussion is done in the context of control strategies, or sets of criteria for move selection. A… Expand
Heuristic Search in One and Two Player Games
TLDR
The paper covers some of the dynamic tree splitting methods that have evolved and provides a detailed study of iterative deepening A and its many variants to lead to the development of new theories for dealing with the search of average trees. Expand
An analysis of expected-outcome
  • B. Abramson
  • Computer Science
  • J. Exp. Theor. Artif. Intell.
  • 1990
TLDR
The expected-outcome model on a simple class of game trees is analyzed, and it is shown that the moves recommended under the assumptions of random play and perfect play are identical. Expand
AI Wolf Contest - Development of Game AI Using Collective Intelligence -
TLDR
This study specifies the design of an artificial intelligence (AI) player for a communication game called “Are You a Werewolf?” (AI Wolf) and develops a platform for an AI game competition that uses simplified rules to support the development of AIs that can play Werewolf. Expand
A genetic minimax game-playing strategy
  • T. Hong, Ke-Yuan Huang, Wen-Yang Lin
  • Computer Science
  • 1998 IEEE International Conference on Evolutionary Computation Proceedings. IEEE World Congress on Computational Intelligence (Cat. No.98TH8360)
  • 1998
TLDR
This work proposes a new genetic-algorithm-based approach that can find a good next move by reserving the board evaluation values of new offspring in a partial game-search tree and shows that solution accuracy and search speed are greatly improved by the algorithms. Expand
Adversarial Search and Game Theory
TLDR
This chapter presents the classes of games as combinatorial and games of chance, then further as zero- sum games and non-zero-sum games, the prisoner’s dilemma, game playing strategies, the games of perfect information, arbitration scheme in games, minimax search in game playing, and analysis of specific games like tic-tac-toe. Expand
Algorithmic approaches for playing and solving Shannon games
TLDR
An apprenticeship learning approach that takes advantage of this database of Hex games to derive board evaluation functions for strong Hex playing policies is explored and is compared against a temporal difference learning approach and local beam search approach. Expand
A genetic search method for multi-player game playing
  • T. Hong, Ke-Yuan Huang, Wen-Yang Lin
  • Computer Science
  • Smc 2000 conference proceedings. 2000 ieee international conference on systems, man and cybernetics. 'cybernetics evolving to systems, humans, organizations, and their complex interactions' (cat. no.0
  • 2000
TLDR
A genetic algorithm-based approach that can find good next moves in multi-player games without the requirement for great temporal and spatial expansion is proposed. Expand
Increasing assignment motivation using a game Al tournament
TLDR
This note describes a rather successful attempt at giving students in a secondary algorithms course a somewhat open assignment that required them to evaluate and use a broad range of programming concepts and ideas. Expand
The Multi-Player Version of Minimax Displays Game-Tree Pathology
  • D. Mutchler
  • Mathematics, Computer Science
  • Artif. Intell.
  • 1993
TLDR
Two-player zero-sum game trees and multi-player game trees are shown to have an important feature in common: the two-player version of minimax. Expand
Expected-Outcome: A General Model of Static Evaluation
  • B. Abramson
  • Computer Science
  • IEEE Trans. Pattern Anal. Mach. Intell.
  • 1990
TLDR
Overall, the expected-outcome model of two-player games is shown to be precise, accurate, easily estimable, efficiently calculable, and domain-independent. Expand
...
1
2
3
4
...

References

SHOWING 1-10 OF 174 REFERENCES
The expected-outcome model of two-player games
Long before computer games became popular recreations, mathematicians viewed games as models of decision making. The general understanding of decisions, however, has been impeded by the ambiguity ofExpand
A Model of Two-Player Evaluation Functions
TLDR
It is shown that in large games, estimates of the expected-outcome derived by randomly sampling terminal positions produce reasonable play and the model can be used to automatically learn efficient and effective evaluation functions in a game-independent manner. Expand
Control strategies for two-player games
Computer games have been around for almost as long as computers. Most of these games, however, have been designed in a rather ad hoc manner because many of their basic components have never been ad...
The Last Player Theorem
  • D. Nau
  • Mathematics, Computer Science
  • Artif. Intell.
  • 1982
TLDR
The mathematical results in this paper suggest that biasing may instead be due to the errors made by the evaluation function. Expand
Parallel Search of Strongly Ordered Game Trees
TLDR
Over the past decade major enhancements of the alpha beta algorithm have been developed by people building game-playing programs, and many of these methods will be surveyed and compared here and a brief description of amore, a standard parallel search algorithm for this problem is described. Expand
An Investigation of the Causes of Pathology in Games
  • D. Nau
  • Computer Science
  • Artif. Intell.
  • 1982
TLDR
The existence of pathology is demonstrated in a real game (Pearl's Game) using a real evaluation function and the similarities and differences between this game and a related nonpathological game are used as grounds for speculation on why pathology occurs in some games and not in others. Expand
Experiments With Some Programs That Search Game Trees
TLDR
The problem of efficiently searching large trees is discussed, and a new method called “dynamic ordering” is described, and the older minimax and Alpha-Beta procedures are described for comparison purposes. Expand
Comparing Minimax and Product in a Variety of Games
TLDR
Comparisons of the minimax back- up rule and the product back-up rule on a wide variety of games, including P- games, G-games, three-hole kalah, othello, and Ballard's incremental game show the relative performance of minimax and product is related to a parameter called the rate of heuristic flaw (rhf). Expand
Theory of Games and Economic Behavior.
This is the classic work upon which modern-day game theory is based. What began more than sixty years ago as a modest proposal that a mathematician and an economist write a short paper togetherExpand
Programming a computer for playing chess
This paper is concerned with the problem of constructing a computing routine or “program” for a modern general purpose computer which will enable it to play chess. Although perhaps of no practicalExpand
...
1
2
3
4
5
...