• Corpus ID: 9187594

Search Control Methods in Deep Blue

  title={Search Control Methods in Deep Blue},
  author={M. Campbell and A. Joseph Hoane and Feng-hsiung Hsu},
The Deep Blue chess-playing system explores a huge search tree when selecting a move to play, typically examining on the order of 20 to 40 billion positions. Although a relatively complex evaluation function is applied to the leaf positions of this search tree, there is significant possibility of error in the evaluation function values. Incorrect position evaluation can lead to a poor move choice at the root of the search tree. We have developed methods to reduce the susceptibility of Deep Blue… 

The aggregate complexity of decisions in the game of Go

This work is able to quantify the lack of ‘predictability’ of experts and how this changes with their level of skill at the level of play that has so far eluded current AI systems for Go.

Advances in Computer Games: 16th International Conference, ACG 2019, Macao, China, August 11–13, 2019, Revised Selected Papers

This paper proposes that “advice” are moves selected by an adviser and proposes a mechanism that makes a player search again when the player’s move is different from advice and demonstrates that game AIs can improve their strength with advice.

Building AI Applications: Yesterday, Today, and Tomorrow

This article focuses on changes in the world of computing over the last three decades that made building AI applications more feasible and distill these lessons into succinct advice for future application builders.



Conspiracy Numbers for Min-Max Search

A Bayesian Approach to Relevance in Game Playing

B Probability Based Search

Alpha-Beta-Conspiracy Search

A variant of-search in which each node is associated with two depths rather than one, called ABC search is introduced, which can be formally derived from conspiracy theory and the structure of the ABC procedure is justiied by two theorems relating ABC search and conspiracy numbers.

Darkthought Goes Deep

This chapter follows up on the work by Hyatt and Newborn who let Hyatt’s chess program Crafty search 347 positions from real games to nominally fixed depths of 14 plies in 1997 with similar experimental results as originally reported.

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 practical

An Analysis of Alpha-Beta Pruning

The B* Tree Search Algorithm: A Best-First Proof Procedure