Leaf-Value Tables for Pruning Non-Zero-Sum Games
Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence. Pages 317-322.
Abstract
Algorithms for pruning game trees generally rely on a game being zero-sum, in the case of alpha-beta pruning, or constant-sum, in the case of multi-player pruning algorithms such as speculative pruning. While existing algorithms can prune non-zero-sum games, pruning is much less effective than in constant-sum games. We introduce the idea of leaf-value tables, which store an enumeration of the possible leaf values in a game tree. Using these tables we are can make perfect decisions about whether or not it is possible to prune a given node in a tree. Leaf-value tables also make it easier to incorporate monotonic heuristics for increased pruning. In the 3-player perfect-information variant of Spades we are able to reduce node expansions by two orders of magnitude over the previous best zero-sum and non-zero-sum pruning techniques.
@inproceedings{ijcai2005p109,
title = {Leaf-Value Tables for Pruning Non-Zero-Sum Games},
author = {Sturtevant, Nathan R.},
booktitle = {Proceedings of the Nineteenth International Joint Conference on
Artificial Intelligence, {IJCAI-05}},
publisher = {International Joint Conferences on Artificial Intelligence},
pages = {317--322},
year = {2005},
url = {https://ijcai.org/proceedings/2005/109},
}
TY - CPAPER TI - Leaf-Value Tables for Pruning Non-Zero-Sum Games AU - Sturtevant, Nathan R. T2 - Proceedings of the Nineteenth International Joint Conference on Artificial Intelligence, IJCAI-05 PB - International Joint Conferences on Artificial Intelligence PY - 2005 SP - 317 EP - 322 UR - https://ijcai.org/proceedings/2005/109 ER -Copied
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