Proceedings

Testing Correctness of Strategies in Game-Playing Programs

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Proceedings of the Sixth International Joint Conference on Artificial Intelligence. .

© 1979 International Joint Conferences on Artificial Intelligence

Abstract

This paper considers the distinction between winning strategies in game-playing programs which are either 'optimal' or 'correct'. The relative merits of these two types of strategy are considered and methods are proposed for prod~cing correct algorithms by a process of iterative refinement based on an analysis of 'win-trees'. An example is given of the development of a fully correct strategy for the King and Rook against King chess endgame.

  1. Bramer, M.A. Computer-generated databases for the endgame in chess. Mathematics Faculty Technical Report, The Open University, Milton Keynes, U.K., 1978.
  2. Bramer, M.A. and Clarke, M.R.B. A model for the representation of pattern-knowledge for the endgame in chess. Forthcoming in Int. J. Man-Machine Studies, September 1979.
  3. Bramer, M.A. Correct and optimal strategies in game-playing programs. Mathematics Faculty Technical Report, The Open University, Milton Keynes, U.K., December, 1978.

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