Proceedings

Lambda Depth-First Proof Number Search and Its Application to Go

Download BibTeX Cite

Proceedings of the Twentieth International Joint Conference on Artificial Intelligence. Pages 2404-2408.

© 2007 International Joint Conferences on Artificial Intelligence

Abstract

Thomsen's λ search and Nagai's depth-first proof-number (DFPN) search are two powerful but very different AND/OR tree search algorithms. Lambda Depth-First Proof Number search (LDFPN) is a novel algorithm that combines ideas from both algorithms. λ search can dramatically reduce a search space by finding different levels of threat sequences. DFPN employs the notion of proof and disproof numbers to expand nodes expected to be easiest to prove or disprove. The method was shown to be effective for many games. Integrating λ order with proof and disproof numbers enables LDFPN to select moves more effectively, while preserving the efficiency of DFPN. LDFPN has been implemented for capturing problems in Go and is shown to be more efficient than DFPN and more robust than an algorithm based on classical λ search.

  1. [Allis et al., 1994] L. V. Allis, M. van der Meulen, and H. J. van den Herik. Proof-number search. Artificial Intelli- gence, 66(1):91-124, 1994.
  2. [Allis et al., 1996] L. V. Allis, H. J. van den Herik, and M. P. H. Huntjens. Go-moku solved by new search tech- niques. Computational Intelligence, 12:7-23, 1996.
  3. [Allis, 1994] V. Allis. Searching for Solutions in Games and Artificial Intelligence. PhD thesis, University of Limburg, Maastricht, 1994.
  4. [Cazenave, 2002] T. Cazenave. A generalized threats search algorithm. In Computers and Games 2002, Edmonton, Canada, 2002.
  5. [Donninger, 1993] C. Donninger. Null move and deep search: Selective search heuristics for obtuse chess pro- grams. ICCA Journal, 16(3):137-143, 1993.
  6. [Kawano, 1996] Y. Kawano. Using similar positions to search game trees. In Richard J. Nowakowski, editor, Games of No Chance, volume 29 of MSRI Publications, pages 193-202. Cambridge University Press, 1996.
  7. [Kishimoto and Müller, 2003] A. Kishimoto and M. Müller. Df-pn in Go: An application to the one-eye problem. In Advances in Computer Games 10, pages 125-141. Kluwer Academic Publishers, 2003.
  8. [Kishimoto and Müller, 2005] A. Kishimoto and M. Müller. Search versus knowledge for solving life and death prob- lems in Go. In Twentieth National Conference on Artificial Intelligence (AAAI-05), pages 1374-1379. AAAI Press, 2005.
  9. [Korf, 1993] R. E. Korf. Linear-space best-first search. Arti- ficial Intelligence, 62(1):41-78, 1993.
  10. [Mas, 2002] Master of Semeai (Semeai no Tatsujin in Japanese). Japanese Go Association, 2002. ISBN: 4818204722.
  11. [Nagai, 2002] A. Nagai. Df-pn Algorithm for Searching AND/OR Trees and Its Applications. PhD thesis, Dept. of Information Science, University of Tokyo, Tokyo, 2002.
  12. [Schaeffer et al., 2005] J. Schaeffer, Y. Björnsson, N. Burch, A. Kishimoto, M. Müller, R. Lake, P. Lu, and S. Sutphen. Solving checkers. In Nineteenth International Joint Con- ference on Artificial Intelligence (IJCAI-05), pages 292- 297, 2005.
  13. [Soeda et al., 2005] S. Soeda, T. Kaneko, and T. Tanaka. Dual lambda search and its application to shogi endgames. To appear in Proceedings of Advances in Computer Games 11 (ACG11), Taipei, 2005.
  14. [Soeda, 2006] Shunsuke Soeda. Game Tree Search Algo- rithms based on Threats. PhD thesis, The University of Tokyo, September 2006.
  15. [Thomsen, 2000] T. Thomsen. Lambda-search in game trees -with application to Go. ICGA Journal, 23(4):203-217, 2000.
  16. [Yoshizoe, 2005] K. Yoshizoe. A search algorithm for find- ing multi purpose moves in sub problems of Go. In Game Programming Workshop 2005 (GPW05), pages 76- 83, 2005.

References were extracted automatically from the PDF and may contain errors.

Welcome Future Conferences AI Journal Division IJCAI Proceedings About IJCAI IJCAI Awards