Multi-Prob Cut

This is an old revision of this page, as edited by Jo-Jo Eumerus (talk | contribs) at 19:59, 21 February 2020 (AFD closed as merge (XFDcloser)). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

In game theory, Multi-ProbCut is a heuristic used in alpha–beta pruning of the search tree.[1] The ProbCut heuristic estimates evaluation scores at deeper levels of the search tree using a linear regression between deeper and shallower scores. Multi-ProbCut extends this approach to multiple levels of the search tree. The linear regression itself is learned through previous tree searches, making the heuristic a kind of dynamic search control.[2] It is particularly useful in games such as Othello where there is a strong correlation between evaluations scores at deeper and shallower levels.[3][4]

References

  1. ^ Buro, Michael (1997). "Experiments with Multi-ProbCut and a New High-Quality Evaluation Function for Othello". Games in AI Research. 34 (4): 77–96.
  2. ^ Bulitko, Vadim; Lustrek, Mitja; Schaeffer, Jonathan; Bjornsson, Yngvi; Sigmundarson, Sverrir (1 June 2008). "Dynamic control in real-time heuristic search". Journal of Artificial Intelligence Research. 32: 419–452.
  3. ^ Fürnkranz, Johannes (2001). Machines that learn to play games | Guide books. Nova Science Publishers, Inc.6080 Jericho Tpke. Suite 207 Commack, NYUnited States: Nova Science Publishers, Inc. pp. 11–59. ISBN 978-1-59033-021-0.{{cite book}}: CS1 maint: ___location (link)
  4. ^ Heinz, Ernst A. (2013). Scalable Search in Computer Chess: Algorithmic Enhancements and Experiments at High Search Depths. Springer Science & Business Media. p. 32. ISBN 978-3-322-90178-1.