Proceedings

Branch & Bound Formulation for Sequential and Parallel Game Tree Searching: Preliminary Results

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Proceedings of the Seventh International Joint Conference on Artificial Intelligence. Search. Pages 569-570.

© 1981 International Joint Conferences on Artificial Intelligence

Abstract

In this paper we present a Branch and Bound (B&B} formulation for finding the minimax value of a game tree and show, that in case a subset with the best bound is chosen for branching, the resulting algorithm is identical to the SSS* algorithm which Stockman [1) has shown to be better than the AlphaBeta algorithm for game tree searching. We propose parallel implementations of B&B search for the minimax evaluation of game trees which lead to a parallel implementation of SSS*. The Branch and Bound approach provides a unified way of formulating and analyzing tree searching algorithms such as SSS* and Alpha-Beta. Viewing SSS* this way, its correctness proof is much easier than given in Stockman, as is a correctness proof for parallel implementations of SSS*.

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  5. SBaudet, G. "The design and analysis of algori- thms for asynchronous multiprocessors". Ph.D. Dissertation, Carnegie-Mellon Univ. Pittsburgh, PA, Nov. 1976.

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