Proof-number Search
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Proof-number Search
Proof-number search (short: PN search) is a game tree search algorithm invented by Victor Allis, with applications mostly in endgame solvers, but also for sub-goals during games. Using a binary goal (e.g. first player wins the game), game trees of two-person perfect-information games can be mapped to an and–or tree An and–or tree is a graphical representation of the reduction of Computational problem, problems (or goals) to Logical conjunction, conjunctions and disjunctions of subproblems (or subgoals). Example The and-or tree: represents the Candidate s .... Maximizing nodes become OR-nodes, minimizing nodes are mapped to AND-nodes. For all nodes proof and disproof numbers are stored, and updated during the search. To each node of the partially expanded game tree the proof number and disproof number are associated. A proof number represents the minimum number of leaf nodes which have to be proved in order to prove the node. Analogously, a disproof number represents the ...
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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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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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Victor Allis
Louis Victor Allis (born 19 May 1965) is a Dutch computer scientist working in the artificial intelligence (AI) field. In his graduate work, he revealed AI solutions for Connect Four, Qubic, and Gomoku. His dissertation introduced two new game search techniques: proof-number search and dependency-based search. Proof-number search has seen further successful application in computer Go tactical search and many other games. Career Allis holds a Ph.D. in Artificial Intelligence from Maastricht University, The Netherlands, and graduated ''cum laude'' with a M. Sc. in Computer Science from the Vrije Universiteit, The Netherlands. He has more than 30 publications to his name; the majority of his published work reports on research in search technologies. He started his career in 1987 as a freelance teacher, course developer and mentor of various AMBI courses for NOVI. Allis has lectured at the Vrije Universiteit in Amsterdam as an assistant professor in artificial intelligence. In 19 ...
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Endgame Solver
Endgame, Endgames, End Game, End Games, or similar variations may refer to: Film * ''The End of the Game'' (1919 film) * ''The End of the Game'' (1975 film), short documentary U.S. film * ''Endgame'' (1983 film), 1983 Italian post-apocalyptic film * ''Endgame'' (1999 film), short film about chess * ''End Game'' (2006 film), 2006 political thriller * ''Endgame'' (2007 film), an Alex Jones film, subtitled "Blueprint for Global Enslavement" * ''Endgame'' (2009 film), 2009 British film about the end of apartheid in South Africa * ''Endgame'' (2015 film), 2015 American film starring Rico Rodriguez * ''End Game'' (2018 film), a 2018 Oscar-nominated documentary short film about terminally ill patients in San Francisco * ''Endgame'' (2021 film), a 2021 Chinese-Hong Kong action black comedy film * '' Avengers: Endgame'', the fourth film in the ''Avengers'' series, released in 2019 * '' Dead Rising: Endgame'', a 2016 horror film * '' Highlander: Endgame'', the fourth film in the ''H ...
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Perfect-information Game
In economics, perfect information (sometimes referred to as "no hidden information") is a feature of perfect competition. With perfect information in a market, all consumers and producers have complete and instantaneous knowledge of all market prices, their own utility, and own cost functions. In game theory, a sequential game has perfect information if each player, when making any decision, is perfectly informed of all the events that have previously occurred, including the "initialization event" of the game (e.g. the starting hands of each player in a card game).Archived aGhostarchiveand thWayback Machine Perfect information defined at 0:25, with academic sources and . Perfect information is importantly different from complete information, which implies common knowledge of each player's utility functions, payoffs, strategies and "types". A game with perfect information may or may not have complete information. Games where some aspect of play is ''hidden'' from opponents - s ...
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And–or Tree
An and–or tree is a graphical representation of the reduction of Computational problem, problems (or goals) to Logical conjunction, conjunctions and disjunctions of subproblems (or subgoals). Example The and-or tree: represents the Candidate solution, search space for solving the problem P, using the goal-reduction methods: :P if Q and R :P if S :Q if T :Q if U Definitions Given an initial problem P0 and set of problem solving methods of the form: :P if P1 and … and Pn the associated and-or tree is a set of labelled nodes such that: # The root of the tree is a node labelled by P0. # For every node N labelled by a problem or sub-problem P and for every method of the form P if P1 and … and Pn, there exists a set of children nodes N1, …, Nn of the node N, such that each node Ni is labelled by Pi. The nodes are conjoined by an arc, to distinguish them from children of N that might be associated with other methods. A node N, labelled by a problem P, is a success node ...
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Game Artificial Intelligence
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Graph Algorithms
The following is a list of well-known algorithms along with one-line descriptions for each. Automated planning Combinatorial algorithms General combinatorial algorithms * Brent's algorithm: finds a cycle in function value iterations using only two iterators * Floyd's cycle-finding algorithm: finds a cycle in function value iterations * Gale–Shapley algorithm: solves the stable marriage problem * Pseudorandom number generators (uniformly distributed—see also List of pseudorandom number generators for other PRNGs with varying degrees of convergence and varying statistical quality): ** ACORN generator ** Blum Blum Shub ** Lagged Fibonacci generator ** Linear congruential generator ** Mersenne Twister Graph algorithms * Coloring algorithm: Graph coloring algorithm. * Hopcroft–Karp algorithm: convert a bipartite graph to a maximum cardinality matching * Hungarian algorithm: algorithm for finding a perfect matching * Prüfer coding: conversion between a labeled tree an ...
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