Arrow Research search
Back to AAAI

AAAI 1996

Searching Game Trees Under Memory Constraints

Conference Paper Game-Tree Search Artificial Intelligence

Abstract

The best-first game-tree search algorithm SSS* has greater pruning power than the depth-first algorithm Alpha-Beta. Yet it is seldom used in practice because it is slow in execution and requires substantial memory. Variants of SSS* have been proposed in recent years that overcome some, but not all, of its limitations. The recursive controlled-memory best-first search scheme MemSSS* described here is a new derivative of SSS* that compares favourably with Alpha-Beta in respect of all three major performance measures, namely, pruning power, running time and memory needs. MemSSS* improves upon an earlier controlled-memory algorithm IterSSS* which has most of the desired properties but is slow in execution.

Authors

Keywords

No keywords are indexed for this paper.

Context

Venue
AAAI Conference on Artificial Intelligence
Archive span
1980-2026
Indexed papers
28718
Paper id
637551429505853534
v2026.09.13