Variation (game Tree)
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Variation (game Tree)
A variation can refer to a specific sequence of successive moves in a turn-based game, often used to specify a hypothetical future state of a game that is being played. Although the term is most commonly used in the context of Chess analysis, it has been applied to other games. It also is a useful term used when describing computer tree-search algorithms (for example minimax) for playing games such as Go{{cite web , url=http://www.andromeda.com/people/ddyer/go/search.html, title=Searches, tree pruning and tree ordering in Go, date=21 December 2007 or Chess. A variation can be any number of steps as long as each step would be legal if it were to be played. It is often as far ahead as a human or computer can calculate; or however long is necessary to reach a particular position of interest. It may also lead to a terminal state in the game, in which case the term "winning variation" or "losing variation" is sometimes used. Principal variation The principal variation refers to the pa ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Game Tree
In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a deterministic algorithm, such as backward induction or retrograde analysis can be used. Randomized algorithms and minimax algorithms such as MCTS can be used in cases where a complete game tree is not feasible. Understanding the game tree To better understand the game tree, it can be thought of as a technique for an ...
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Minimax Algorithm
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Go (board Game)
Go is an abstract strategy board game for two players in which the aim is to surround more territory than the opponent. The game was invented in China more than 2,500 years ago and is believed to be the oldest board game continuously played to the present day. A 2016 survey by the International Go Federation's 75 member nations found that there are over 46 million people worldwide who know how to play Go and over 20 million current players, the majority of whom live in East Asia. The playing pieces are called stones. One player uses the white stones and the other, black. The players take turns placing the stones on the vacant intersections (''points'') of a board. Once placed on the board, stones may not be moved, but stones are removed from the board if the stone (or group of stones) is surrounded by opposing stones on all orthogonally adjacent points, in which case the stone or group is ''captured''. The game proceeds until neither player wishes to make another move. When ...
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Principle Variation 16bit
A principle is a proposition or value that is a guide for behavior or evaluation. In law, it is a rule that has to be or usually is to be followed. It can be desirably followed, or it can be an inevitable consequence of something, such as the laws observed in nature or the way that a system is constructed. The principles of such a system are understood by its users as the essential characteristics of the system, or reflecting system's designed purpose, and the effective operation or use of which would be impossible if any one of the principles was to be ignored. A system may be explicitly based on and implemented from a document of principles as was done in IBM's 360/370 ''Principles of Operation''. Examples of principles are, entropy in a number of fields, least action in physics, those in descriptive comprehensive and fundamental law: doctrines or assumptions forming normative rules of conduct, separation of church and state in statecraft, the central dogma of molecular biology ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Game Tree
In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a deterministic algorithm, such as backward induction or retrograde analysis can be used. Randomized algorithms and minimax algorithms such as MCTS can be used in cases where a complete game tree is not feasible. Understanding the game tree To better understand the game tree, it can be thought of as a technique for an ...
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Backtracking
Backtracking is a class of algorithms for finding solutions to some computational problems, notably constraint satisfaction problems, that incrementally builds candidates to the solutions, and abandons a candidate ("backtracks") as soon as it determines that the candidate cannot possibly be completed to a valid solution. The classic textbook example of the use of backtracking is the eight queens puzzle, that asks for all arrangements of eight chess queens on a standard chessboard so that no queen attacks any other. In the common backtracking approach, the partial candidates are arrangements of ''k'' queens in the first ''k'' rows of the board, all in different rows and columns. Any partial solution that contains two mutually attacking queens can be abandoned. Backtracking can be applied only for problems which admit the concept of a "partial candidate solution" and a relatively quick test of whether it can possibly be completed to a valid solution. It is useless, for example, ...
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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Negamax
Negamax search is a variant form of minimax search that relies on the zero-sum property of a two-player game. This algorithm relies on the fact that to simplify the implementation of the minimax algorithm. More precisely, the value of a position to player A in such a game is the negation of the value to player B. Thus, the player on move looks for a move that maximizes the negation of the value resulting from the move: this successor position must by definition have been valued by the opponent. The reasoning of the previous sentence works regardless of whether A or B is on move. This means that a single procedure can be used to value both positions. This is a coding simplification over minimax, which requires that A selects the move with the maximum-valued successor while B selects the move with the minimum-valued successor. It should not be confused with negascout, an algorithm to compute the minimax or negamax value quickly by clever use of alpha-beta pruning discovered in the 1 ...
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Alpha-beta Pruning
Alphabeta is an Israeli musical group. Alphabeta or Alpha Beta may also refer to: *The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters *Alpha Beta, a former chain of Californian supermarkets *Alpha and beta anomers (chemistry) *Alpha–beta pruning, a type of search algorithm *Alpha-beta transformation, a mathematical transformation in electrical engineering *Alpha-beta unsaturated carbonyl compounds, a class of organic compounds *Alpha beta filter, a predictive filter *Alpha (finance) and Beta (finance), two measures characterizing the return of an investment portfolio *The Alpha Betas, a fraternity in the ''Revenge of the Nerds'' film series *''Alpha Betas,'' an animated webseries created by Chris Bruno and David Howard Lee starring Evan Fong Evan Fong (born 31 May 1992), known online as VanossGaming (or simply Vanoss), is a Canadian internet personality, video game commentator, music producer, and DJ. He posts montage-style videos on YouTube ...
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Negascout
Principal variation search (sometimes equated with the practically identical NegaScout) is a negamax algorithm that can be faster than alpha-beta pruning. Like alpha-beta pruning, NegaScout is a directional search algorithm for computing the minimax value of a node in a tree. It dominates alpha-beta pruning in the sense that it will never examine a node that can be pruned by alpha-beta; however, it relies on accurate node ordering to capitalize on this advantage. NegaScout works best when there is a good move ordering. In practice, the move ordering is often determined by previous shallower searches. It produces more cutoffs than alpha-beta by assuming that the first explored node is the best. In other words, it supposes the first node is in the principal variation. Then, it can check whether that is true by searching the remaining nodes with a null window (also known as a scout window; when alpha and beta are equal), which is faster than searching with the regular alpha-beta wi ...
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