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.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.