Abstract

Well-known algorithms for the evaluation of the minimax function in game trees are alpha-beta [Kn] and SSS* [S t]. An improved version of SSS* is SSS-2 [Pij1]. All these algorithms don't use any heuristic information on the game tree. In this paper the use of heuristic information is introduced into the alpha-beta and the SSS-2 algorithm. The subset of nodes which is visited during execution of each algorithm is characterised completely.

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