Arrow Research search
Back to IJCAI

IJCAI 2003

Last-Branch and Speculative Pruning Algorithms for Max

Conference Paper GAME PLAYING Artificial Intelligence

Abstract

Previous work in pruning algorithms for max" multi-player game trees has produced shallow pruning and alpha-beta branch-and-bound pruning. The effectiveness of these algorithms is dependant as much on the range of terminal values found in the game tree as on the ordering of nodes. We introduce last-branch and speculative pruning techniques which can prune any constantsum multi-player game tree. Their effectiveness depends only on node-ordering within the game tree. As b grows large, these algorithms will, in the best case, reduce the branching factor of a //player game from b to /; <n -,)/n. In Chinese Checkers these methods reduce average expansions at depth 6 from 1. 2 million to 100k nodes, and in Hearts and Spades they increase the average search depth by 1-3 ply.

Authors

Keywords

No keywords are indexed for this paper.

Context

Venue
International Joint Conference on Artificial Intelligence
Archive span
1969-2025
Indexed papers
14525
Paper id
660825206645248751
v2026.09.13