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 problems (or goals) to conjunctions and disjunction In logic, disjunction (also known as logical disjunction, logical or, logical addition, or inclusive disjunction) is a .... 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 m ...
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Game Tree
In the context of combinatorial game theory, a game tree is a graph representing all possible game states within a sequential game that has perfect information. Such games include chess, checkers, Go, and tic-tac-toe. A game tree can be used to measure the complexity of a game, as it represents all the possible ways that the 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 minmax 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 analyzing adversarial games, whi ...
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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 Feasible region, search space of a problem domain, with Continuous or discrete variable, either discrete or continuous values. Although Search engine (computing), search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm to use 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 i ...
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Victor Allis
Louis Victor Allis (born 19 May 1965) is a Dutch computer scientist and co-founder of the election information technology firm Activote. 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 artificia ...
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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), an Italian post-apocalyptic film * ''End Game'', a 1987 Indian short animated film about nuclear holocaust, winner of the National Film Award for Best Non-Feature Animation Film * ''Endgame'' (1999 film), a short film about chess * ''End Game'' (2006 film), a political thriller * ''Endgame'' (2007 film), an Alex Jones film, subtitled "Blueprint for Global Enslavement" * ''Endgame'' (2009 film), a British film about the end of apartheid in South Africa * ''Endgame'' (2015 film), an American film starring Rico Rodriguez * ''End Game'' (2018 film), an Oscar-nominated documentary short film about terminally ill patients in San Francisco * ''Endgame'' (2021 film), a Chinese-Hong Kong action black comedy film * '' Avengers: Endgame'', the fourth film in the ''Avengers' ...
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Perfect-information Game
Perfect information is a concept in game theory and economics that describes a situation where all players in a game or all participants in a market have knowledge of all relevant information in the system. This is different than complete information, which implies common knowledge of each agent's utility functions, payoffs, strategies and "types". A system with perfect information may or may not have complete information. In economics this is sometimes described as "no hidden information" and is a feature of perfect competition. In a market with perfect information all consumers and producers would have complete and instantaneous knowledge of all market prices, their own utility and 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 a ...
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And–or Tree
An and–or tree is a graphical representation of the reduction of problems (or goals) to conjunctions and disjunction In logic, disjunction (also known as logical disjunction, logical or, logical addition, or inclusive disjunction) is a logical connective typically notated as \lor and read aloud as "or". For instance, the English language sentence "it is ...s of subproblems (or subgoals). Example The and–or tree: represents the 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 nod ...
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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-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in 1948, first seen in the game ''Nim''. 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. One of the most infamous examples ...
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Graph Algorithms
An algorithm is fundamentally a set of rules or defined procedures that is typically designed and used to solve a specific problem or a broad set of problems. Broadly, algorithms define process(es), sets of rules, or methodologies that are to be followed in calculations, data processing, data mining, pattern recognition, automated reasoning or other problem-solving operations. With the increasing automation of services, more and more decisions are being made by algorithms. Some general examples are; risk assessments, anticipatory policing, and pattern recognition technology. The following is a list of well-known algorithms. 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 matching problem * Pseudorandom number generators (uniformly dist ...
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