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Game Tree Evaluation



Intelligent Look-Ahead with the Help of Game Tree Search

Tree search algorithms play an important role in many applications in the field of artificial intelligence. Therefore, much work was done in the past to speed up search algorithms. Especially in the field of game tree search as used, for example, in chess playing programs, it turned out that the playing strength depends heavily on the speed of the algorithm: the faster the machine the better its play. Therefore, much research has been done to speed up game tree search algorithms e.g. by using parallel machines. For a long time, however, the sequential game tree search algorithm, the so-called alpha-beta-algorithm, seemed to be inherently sequential. Thus, the maximum speedup that could be obtained by using parallel machines was estimated to be a constant somewhere below 10. This estimate was based on the results of several implementations of parallel game tree search algorithms.

These results were caused by the following overheads:

We developed a distributed Min/Max tree search algorithm. Our algorithm runs efficiently even on massively parallel systems. The main reasons for this efficiency are the following:

Firstly, this algorithm was the heart of the chess playing program Zugzwang, vize world champion at the World Computer Chess Championships in Madrid, Spain, 1992. Later, it has been implemented into the chess program Hydra, the strongest chess entity in the world in year 2005 and 2006. Hydra was the first program achieving more than 3000 Elo.

Game Tree Evaluation - Adaptive & Selective Game Tree Search

In games like chess, checkers etc. the complete game tree of is so large that it appears unlikely a computer will ever be able to find the theoretical value of the game of chess. Thus, the search is limited in depth. The leaves of the search tree are then evaluated by a heuristic evaluation function and handled as if they were ''real'' values.

In its basic form the depth oriented alpha-beta-algorithm cuts the search at a certain level in the tree, independent of the importance of the current path in the tree. Thus, irrelevant variations of the tree are searched as deep as the important ones. Moreover, in the worst case the decision at the root of the tree is based on a single static evaluation at one leaf of the game tree searched.

In order to avoid the mentioned drawbacks, we try to find algorithms, which are able to adapt the search tree to the game. Such an algorithm must determine the search tree at running time. As a result we found a game tree search algorithm, called:

'Controlled Conspiracy Number Search' (CCNS) algorithm.

Conspiracy Number search achieves selectivity in the plain search without any domain dependent knowledge.

Parallel CCNS was the heart of the chess program P. ConNerS.

Contact

Ulf Lorenz (flulo@upb.de)

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